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Published by goroiamanuci, 2023-02-26 09:22:53

Inferno Virgilio's Untold Tales eng

Inferno Virgilio's Untold Tales eng

Conclusion With or without the Guide accompanying them, the Lost Ones are finally able to escape the fog’s shadowy embrace. They find themselves on the shore of a crystal-clear body of water, around which the air is a little clearer. On the other shore are the seven tall circles of the concentric walls around the hill upon which blazes the Bonfire that pierces the darkness. The noble spirits are gathered to wait at the entrance to this Castle, even if the Travelers have made their way through the Labyrinth of Fog alone. Thanks to the Divine Flame of the gathered torches, the Travelers walk upon the water, pass through the gates, and reach the upper section of the Castle, their feet brushing over fresh, green grass. If there had been any discordance with the noble spirits, these are now behind them, and the Guide is finally ready to explain the nature of the Bonfire and all the torches they have encountered so far – and the reason behind the Lost Ones’ presence on this incredible Journey. The Travelers reach their next level at the end of this Canto. 100 Chapter III - The Way is Long, and Difficult the Road


Canto V – The Flame of the Noble Spirits Fifth Canto, in which the Lost Ones find themselves at the heart of the Castle of the Noble Spirits and herein are revealed the secrets of their Guide, and forged is the lantern which will henceforth light their way. Treatise for the Guide Regardless of how the Travelers face and engaged with what happened in Canto IV, they now find themselves at the heart of the First Circle, safely inside the Castle of the Noble Spirits. The thick fog and wailing souls of Limbo are behind them, and the Lost Ones are at the center of a citadel made of seven concentric walls – specifically, in a court dressed as a garden, with verdant green grass and a giant Bonfire at its center. This unending and everlasting pyre is a gift from Heaven, granted by the Lord to these worthy spirits, and which provides shelter from the darkness and the mists, despite still being within Hell. All the noble spirits throw their torches of the Divine Flame into the Bonfire, and finally turn to face you and the Travelers, looking for an explanation. The time has come for you to reveal everything! Preface for the Travelers After leaving the Acheronte behind you, you have waded through the thick and oppressive fog of the First Circle, pierced by unsettling lamentations, shadowy figures, and mind wracking pain. Before becoming lost in the heart of Limbo, a group of noble spirits found you, each carrying a torch much like the one belonging to your Guide. Breaking through the distrust and judgment of this panel of sages, you cross the dark fog of Limbo and enter the Noble Castle. You make it all the way to the top of the citadel, upon which burns the Bonfire of the Divine Flame. You are surrounded by a symposium of noble spirits, featuring poets, philosophers, leaders, who seem to be expecting what is to come. A beat, then your Guide steps forward, and starts to speak. This Canto should see the last of the major explanations and tutorials for the campaign. The players will learn the last details concerning the powers of the Divine Flame and Infernal Artifacts. Even the Guide’s secret is revealed – there is no other way, as you are before the flame of divine truth – and the Travelers are made aware of everything that awaits them during their Journey. You may spend as much time as you want in the Noble Castle. Additionally, players can find out all the information they want concerning the next eight Circles – all of which can be found in Inferno – Dante’s Guide to Hell. Chapter III - The Way is Long, and Difficult the Road 101


Stanza I – No Falsehood May t he Verity Defraud Thus we went on as far as to the light, things saying ‘t is becoming to keep silent, as was the saying of them where I was. We came unto a noble castle’s foot, seven times encompassed with lofty walls, defended round by a fair rivulet; This we passed over even as firm ground; through portals seven I entered with these Sages; we came into a meadow of fresh verdure. Dante Alighieri Inferno, Canto IV, 103-111 The Guide finally faces the Lost Ones and introduces themselves. Silence is no longer an option, not before the Divine Flame, and their secret must out – it is too late, after all, to change or stop what has been set in motion. The Guide reveals their secret to the noble spirits and the Travelers and shows their real identity, and true intentions (see page 63). After the explanation is over, the Lost Ones might be angry, disappointed, even wish violence upon the Guide, but there is nothing much to do and wrath – even in Hell – is still a serious sin. Having gotten this far inside Hell, there is no other way out than to follow the path and instructions laid out by the Guide, who offers once more to become guarantor and escort to all Travelers to the Cocito, where Lucifero and the only way out lie. It is practically impossible for indifferent angels, malebranche, and noble spirits, anyone who has not been explicitly allowed by the Lord, to leave Hell, not even through the Burella. However, reaching the lowest part of Hell and facing Lucifero, definitely rejecting him, is a possible path to future redemption, so the game is worth the gamble for everyone present: after all, what other choice do they have? Stanza II – The Art of Dedalus be Shown A greater fear I do not think there was what time abandoned Phaeton the reins, whereby the heavens, as still appears, were scorched; Nor when the wretched Icarus his flanks felt stripped of feathers by the melting wax, his father crying, “An ill way thou takest!” Than was my own, when I perceived myself on all sides in the air, and saw extinguished the sight of everything but of the monster. Dante Alighieri Inferno, Canto XVII, 106-114 O ne issue remains, however: the Lost Ones require the Divine Flame to descend through Hell, but the torch will never burn long enough nor will it survive the Hurricane of the Second Circle, even less so the icy cold of Cocito. This is not a limitation of its divine nature, but rather the wood which it burns, whose existence is as transient as all else on Earth and in Hell. The only solution the Guide has been able to come up with is to place the Divine Flame directly into a lantern, a closed and sealed artifact, which would allow it to be easily handled throughout the entire Journey. There is but one noble spirit among all those here capable of such work: the great artisan Dedalo – who, however, has not constructed anything since time immemorial. The first thing to do, then, is to convince Dedalo to craft such a marvel, building a suitable forge with him and gathering all the required wood 102 Chapter III - The Way is Long, and Difficult the Road


from the trees decorating the Castle, which also fuel the Bonfire and are used for the torches. Dedalo can be swayed with a promise to care for the soul of his son Icaro, trapped within the spires of the Labyrinth of Fog here in Limbo. To fulfill this first task, the Travelers must retrace their steps, beyond the river which surrounds the Castle and back into the fog toward the Labyrinth. If they have yet to experience any of them, the Guide can roll for encounters on the “Events and Encounters of the First Circle (Limbo)” on page 96. The Guide will not be accompanying them, but one of the Travelers can attune to a torch (see page 170), carrying it with them as a special concession from the noble spirits. Once inside the Labyrinth, the encounter with Icaro can take place at a time and place most suitable to the story, such as the center of the Labyrinth itself. As Ipazia before him, Icaro is scared, seemingly lost, and in despair. He calls to his father Dedalo regularly, and tries to flee from the Travelers if they move closer. A successful DC 15 Charisma (Persuasion) check will calm him down enough to listen to the characters. Gifting 1 Spark of Hope or casting calm emotions also has the same effect, and the Travelers can finally comfort him as promised to his father. If desired, Lost Ones can also create a bond with Icaro and include him in their Infernal Chronicles. If he successfully calms down and allows the characters to lead him out of the Labyrinth, Icaro will thank them by weeping and falling to his knees before them. His tears, however, are strange, they appear to be made of… wax. The boy will gather them in his hands and shape them into a small pair of wings, an artifact for the Travelers to keep and use (Tears of Wax, see page 180)! When they return to the Castle, the Travelers will be able to report to Dedalo on the success of their task. The spirit will accept even the Band’s failure, as long as an attempt was made and no trickery took place, and Icaro escaped them. Stanza III – The Three Ribs I saw Electra with companions many, ‘mongst whom I knew both Hector and Æneas, Cæsar in armor with gerfalcon eyes; I saw Camilla and Penthesilea on the other side, and saw the King Latinus, who with Lavinia his daughter sat; I saw that Brutus who drove Tarquin forth, Lucretia, Julia, Marcia, and Cornelia, and saw alone, apart, the Saladin. Dante Alighieri Inferno, Canto IV, 121-129 Once Dedalo has been convinced to craft it, each member of the Band must contribute to the creation of the artifact. Dedalo explains that the lantern requires a type of metal different from the ephemeral, material one which gives the Castle its form. Should the Band not think of a solution, the Guide has an idea – one that is part of the longterm plan they have been devising. Asking the noble spirits of the Castle for their gold would provide enough for the artifact. The crowns they all wear, though, are part of their essence and cannot be given away, even if so desired. However, referring to the divine creation of Eve, mother of humanity, the final golden rib of each noble spirit can be removed without destroying the spirit itself. All that is needed for the lantern is a total of three ribs. Of course, such a gift – as painful as it is personal – will require something equally precious in return. The Guide explains that they cannot be one of the donors, even if they wanted: if they were to perish during the Journey, the lantern would crumble to ashes. The golden ribs must come from noble spirits who will never leave the walls of their Castle. Chapter III - The Way is Long, and Difficult the Road 103


In fact, Dedalo could be one of the donors: if the Band were able to bring back Icaro, he will happily gift them his own as additional reward for their success (he will not, however, allow Icaro to do the same). Travelers gushing into flattering, heart-in-hand requests, with a successful DC 14 Charisma (Persuasion) or DC 18 Charisma (Deception) check for each “volunteer”, will find suitable and available noble spirits. The latter might request a task to be carried out or promises to be kept, or the Travelers can spend 1 Spark of Hope to repay each donor. Once they have gathered the gold and convinced Dedalo to craft the lantern, the time it actually takes to make it is negligible. The artifact will soon be ready, and Dedalo himself will place a fragment of Divine Flame inside it, which starts burning despite the lantern being sealed on all sides. In that divine light, the vile and earthen metal of the noble spirits’ bones sublimates and becomes a metal much purer and celestial, similar to platinum or silver to the sight. This vision itself is another sign of Hope: even the Dolorous People, if they are admitted before the Lord, will be absolved of their sins and will sublimate into sanctified souls. All Travelers present for this scene gain 1 Glimpse of Hope, as a sign of divine blessing upon the proper start to their Journey. T he Favor of the Spirits In order to donate their golden rib, each noble spirit confers a task – always the same one – upon the Travelers: find their kin somewhere in Hell and bring them a greeting or a comforting message – that one day, at the End of Days, the receiving soul can still be saved, just as once the Lord came to this abyss and saved many who were not worthy. The manner and nature of the favor is at the Guide’s discretion. Some suggestions are offered below: Gaio Giulio Cesare. The famous Roman emperor might ask the Travelers to check upon his sons, Bruto and Cassio, who betrayed him in life and are now in the Ninth Circle; they should know that he has forgiven them, or that he still has not, or that he has forgiven one but not the other. In this case, the Guide can choose what Cesare’s stance toward the two souls might be, whom the Travelers will only meet much later in Cocito, and the promise Cesare asks of the Band. Quinto Orazio Flacco. The Latin poet wonders how it is possible that Mecenate, the friend next to whom he was buried, is not in Limbo. He might ask the characters to see whether Mecenate is anywhere in Hell, and if so, bring him a message of greetings and comfort from his friend Orazio. The Guide can ensure that Mecenate has been wandering the Labyrinth of Fog for centuries, rather than being among the masses of souls in Limbo, part of a spectral whirlwind, or captive to this or that other devil, rather than being punished in one of the Circles, and so on. Omero. The legendary Greek author will tell the characters how saddened he was to learn that Ulisse, the hero whose actions he told of, is burning in the Eighth Circle. Omero might ask the characters to reach Laerte’s son in the Malebolge to bring him comforting words from he who narrated his deeds, thus making him immortal. Infernal Chronicle. There might be a noble spirit within the Castle who is particularly familiar to one of the Lost Ones and who could – once recognized – offer their rib in exchange for a favor. 104 Chapter III - The Way is Long, and Difficult the Road


Stanza IV – The Champion of t he False Gods I cannot all of them portray in full, because so drives me onward the long theme, that many times the word comes short of fact. The sixfold company in two divides; another way my sapient Guide conducts me forth from the quiet to the air that trembles; and to a place I come where nothing shines. Dante Alighieri Inferno, Canto IV, 145-151 O nce Dedalo has given the Guide the Lantern of the Divine Flame, the Band can resume their Journey once more. Leaving the quiet, bright peace of the Noble Castle is not easy, and once they pass its seventh gate and cross the river surrounding the hill, the fog and sighs return to envelop the Travelers. This time, however, the light of the Lantern is much stronger than that of the Torch, and the fog does not seem to be strong enough to coil around it with the same thickness it showed the first time through. A few minutes in, however, something happens. A successful DC 14 Wisdom (Perception) check will allow the characters to notice a large humanoid creature approaching them from behind. Chapter III - The Way is Long, and Difficult the Road 105


The pursuer is the noble spirit Ettore (champion of the false gods): over 10 feet tall, a large body seemingly carved out of marble; he carries a broad shield in his left hand and a long spear in his right, both golden and as magnificent as the helm he wears. Yes, noble spirits are indeed still allowed redemption at the End of Times – alas, they are also prone to error and despair. Ettore seeks nothing other than the Lantern, in order to march through Hell, and to exact revenge upon the Lord, who relegated him here despite his valorous and epic deeds. As soon as he is in range of the Lost Ones, the champion of the false gods furiously attacks, with all the power and accuracy he demonstrated in life; he has no intention of sharing the Journey with the Lost Ones and would rather just eliminate them all in one fell swoop. Conclusion Once defeated, Ettore crumbles into white ash. His final act sentenced him to damnation, and he will now reform with the semblance of a common damned soul, among the violent of the Fifth Circle. His choices made him lose his condition as a Noble Spirit. He will leave behind the large golden helm he wore, an Infernal Emblem which no longer belongs to him and which can become an Infernal Artifact for the Travelers (Ettore’s Helm, see page 173). A character can choose to add this to their inventory and attune to it. The Band then continues into the Second Circle. The Travelers reach their next level at the end of this Canto. 106


Canto VI – Against He Who Horribly Snarls Sixth Canto, in which we narrate of the horrible Minosse, who girds with his tail and judges all the Dolorous People, and of the tragic fate awaiting the Lost Ones. Treatise for the Guide The Castle of the Noble Spirits is already far behind and the Journey continues toward the all-devouring abyss. The darkness of Hell – which had been kept at bay for a little while by the Bonfire – is once more all around you, surrounding you like a thick cape of night. Fortunately, you now carry the Lantern of the Divine Flame, which sheds light upon your way and upon this dead landscape. When you reach the area which precedes the door to the Second Circle and Minosse’s seat, the judge Keeper who sentences what punishment each damned will receive for all eternity, you will realize that the number of souls awaiting to cross the archway and confess their sins to be judged and sentenced is truly infinite. In order to bypass such immeasurable delay, the only option for the Travelers is to bribe a guardian devil named Calcagnaccio, who offers them a vile task in order to be escorted directly before Minosse. Travelers who accept the request will have to find Ricciardino de’ Pazzi, a damned soul who keeps moving away from the line and from eternal judgment. Once they have found him, he will also have a request for them, in order to alleviate some of the sentence awaiting him: a deal with his brother, who is also in line somewhere in this place. However the players want to proceed, if the Band completes the tasks, Calcagnaccio keeps his word and swiftly leads you to the Second Circle. This is just the beginning of your troubles: Minosse will refuse you entry, and will exact his terrible judgment upon you all. This Canto was originally the last one planned for the Inferno adventure, and players will learn their final lesson, which they will need to treasure for the rest of their Journey. Dante’s journey was his, this one is their own: the poet was guided by Divine Providence, his path to redemption willed by the Three Women of Heaven, his Guide had an untouchable divine mandate, and angels and earthquakes were always at the ready in case of emergencies. Your Journey is a clandestine one, sought out by the Guide for their own goals, and lacking any divine authorization. From this point onward, anything can happen… If it was not made clear in the previous Cantos, now is the ideal time to explain the Infernal Chronicles and how to use them, and how to gain and attune to Infernal Artifacts. Preface for the Lost Ones You have left the Castle of Limbo behind, along with the noble spirits, and you resume your hard Journey through infernal lands, towards the ledge of the First Circle and the passage leading to the next. You are soon met with a flood of damned souls, gathering in a long wailing line of desperation with no end. Chapter III - The Way is Long, and Difficult the Road 107


Stanza I – Toward t he Second Circle I say, that when the spirit evil-born cometh before him, wholly it confesses; and this discriminator of transgressions Seeth what place in Hell is meet for it; girds himself with his tail as many times as grades he wishes it should be thrust down. Always before him many of them stand; they go by turns each one unto the judgment; they speak, and hear, and then are downward hurled. Dante Alighieri Inferno, Canto V, 7-15 As the Noble Castle becomes a distant memory in the Travelers’ tired minds, the shape of Hell changes several times around them, obscured by the black veil of that starless sky which has hounded them like nightly breath, ever since they left the verdant oasis of the noble spirits. The Guide, now carrying the Lantern, invites the Travelers to pick up their pace, to not let that wailing and crying scare them, even as they grow louder beyond the black horizon, for all that means is that their destination is close. The archway leading to the Second Circle of Hell is not far now. If the souls waiting upon the Acheronte shore seemed like an uncountable legion, the limited minds of the Lost Ones must now go through the effort of expanding even further their notion of infinity. Because here, waiting to cross from the First to the Second Circle, is a river of damned souls so vast that no soaring hawk would be able to determine its size or destination. The amount of souls waiting to cross is so large that this immense crowd seems frozen in waiting, or take but a single step for every hundred heartbeats of the Lost Ones, the only measure of time in this place. To make things worse is the presence of a legion of devils armed with weapons and bad intentions, prodding and poking the Dolorous People, keeping them in line like lambs to the slaughter, preventing the Lost Ones from moving away or ahead. It is immediately clear to the Travelers that they will have to wait here for hours unending and it is unlikely that they will be able to cut in line without drawing the attention of one of the devils overseeing the archway. Free will, however, does allow them to move in one of many ways, if they are not keen on waiting for an eternity – or at least try to do so. The Guide might suggest they ask the guardian devils to cut ahead, reminding the Travelers that the devils are still malicious beings, hostile to anything and anyone making requests, so an exchange might be required. There are also timeless ruins and rocky formations scattered through this part of the First Circle which might allow a stealthy approach towards the passage. The characters must succeed on a DC 20 Dexterity (Stealth) check. On a success, the group makes it far enough to finally see the enormous gateway. Uccione de’ Pazzi is also slowly proceeding this way (see Stanza III). At the end of the enormous crowd of tormented souls is an archway carved into the ground, akin to a mine shaft or tunnel access point, large enough to allow the passage of Hannibal, Xerxes, or Alexander the Great’s armies, elephants and all. This is the only way to access the Second Circle from the First, and the damned are in no rush to step through, knowing full well what will happen on the other side. Only the lashing and prodding of the devils keep them in an ordered line and pushes them forward, however slowly. 108 Chapter III - The Way is Long, and Difficult the Road


Unfortunately, from this point onward the landscape lacks any possible hiding place, and if they want to continue, the Lost Ones must do so in plain sight of the winged devils. Alternatively, the Travelers can force their way to the gate, fighting against the guardian devils that block their way and push them back in line. The fight will draw more and more devils, until the Lost Ones perish or desist, and the devils will then return to their duties. Another seeming alternative might be to avoid the archway altogether, and climb down the edge of Limbo, not far from the gate itself and devoid of any damned. This is a terrible idea. Climbing down the miles-long ravine is an impossible task, and falling or jumping off it will lead any character to inevitable death. It might even damage the Lantern of the Divine Flame, causing the flame within it to dissipate. The Guide will not endorse or follow any character who chooses this path. If the Travelers wait in line, are spotted, draw the attention of a devil or successfully make it to the area after which they can no longer stealthily proceed, a guardian devil by the name of Calcagnaccio will notice them, and will move closer, curious about how different they appear from all the other damned. Calcagnaccio appears as frail and bony, though his figure and empty devilish sockets still instill fear in most creatures who encounter him. Calcagnaccio asks the Travelers to explain what they are, the reason for their presence at the passage to the Second Circle, accompanied by a noble spirit of Limbo, and any other such questions about their nature. Once he understands the nature of their Journey, the devil makes a show of looking thoughtful, only to then tell the Band that the only way to reach Minosse in one piece is to wait for their turn, just as everyone else who lands in Hell must do. Calcagnaccio savors the dismay or frustration of the Travelers as he makes to walk away, then turns around again to face them. There is another way, now that he thinks about it: he is in need of a favor, in exchange for which he will personally accompany the characters through the tunnel, no more waiting with the damned, no reactions from the other devils. There is a soul, the sinful soul of one Ricciardino de’ Pazzi, who keeps avoiding the line and keeps a distance, hiding in the ruins between the Noble Castle and the flood of souls headed for Minosse. Calcagnaccio had initially chosen to ignore him, as all souls eventually line up, due to the urge to receive Minosse’s judgment – as the Travelers are free to move across these spaces, who better than them to go fetch him and bring him back to the devil? Playing a Devil The devils of Hell are not metaphysical, shadowy entities, nor are they abstract incarnations of evil or theological notions, but rather pretty physical and ruthless torturers – not too dissimilar from guards and executioners from towns and municipalities back on Earth – but also akin to masks of rural and urban folklore and the Commedia dell’Arte. Dante depicts them as grotesque characters, caricatures of fastidious bureaucrats, or smug bullies, cruel idiots, pretentious jailers. The Guide should make sure to play these characters in a way that accentuates their excesses and theatrics, as masked wildmen during a local celebration, or farmers dressed up as horned goats and nature spirits during a festival. Pulling faces, rude sounds, cackles and smirks are all perfect tools to play these creatures, eventually shifting to growls and cries during combat, satisfied hand-wringing during negotiations, and loud wailing and bleating should they be tricked and mocked by the characters. Chapter III - The Way is Long, and Difficult the Road 109


Stanza II – Evil Born Souls True is it, that upon the verge I found me of the abysmal valley dolorous, that gathers thunder of infinite ululations. Obscure, profound it was, and nebulous, so that by fixing on its depths my sight nothing whatever I discerned therein. Dante Alighieri Inferno, Canto IV, 7-12 If the characters accept Calcagnaccio’s offer, they can start heading toward the formations looking for the soul of Ricciardino de’ Pazzi, known as the Infamous. A character who makes a successful DC 10 Intelligence (Investigation) or Wisdom (Survival) check, will discover or confirm once again that it is impossible to find tracks of the damned in Hell, as the dolorous people do not have a physical body which allows them to cast a shadow or leave traces of any kind. The only way to find the fugitive spirit is by trial and error, exploring the ruins and crevasses dotted throughout the area between the Castle of the Noble Spirits and the ledge of the First Circle. A character who makes a successful DC 11 Wisdom (Perception) check will spot a figure hiding among the ruins of an abandoned mausoleum. Knowing he is being pursued by devils, Ricciardino the Infamous has specifically chosen to hide where he can push and cause the fall of the entire front part of the mausoleum, squashing whatever comes close. The characters must succeed on a DC 15 Dexterity saving throw or take 2d6 bludgeoning damage. The fugitive damned soul is cautious but not afraid. Despite the terrifying situation, Ricciardino seems to be in full control of himself; as he sees the strange Band approach, he assesses his exit strategies, as he asks the Travelers who they are and what they might want from him. In any case, Ricciardino will eventually blurt out that he needs to rejoin his brother Uccione, as he wants to appear before Minosse by his side. His goal is to gain his brother’s forgiveness, so as to see his own sentence reduced even by just a couple of Bolgias. Ricciardino and Uccione de’ Pazzi Ricciardino de’ Pazzi, tall, slim, his gaze elusive even in death, in life was a sly fox, a fraudster, a scammer, and a thief, claiming to be able to trick the devil himself. This was proven a lie after his death, and he now finds himself in Hell, destined for the Malebolge among the Fraudulent. Despite it all, his innate slyness has made him try to avoid his sentence for as long as possible, wasting as much time as he can between the First and Second Circle. His desire to save himself is also linked to his brother’s fate, from whom he seeks forgiveness for the tricks he played while they were both alive. Uccione de’ Pazzi appears in death as a young, large man with a thick bushy beard. His merchant-like appearance and behavior jars with his otherwise vacant gaze, part of what has caused him to be the target of so many of his brother’s frauds. Uccione, who died five years after his brother, is now waiting in line to see Minosse, does not care to hear anything related to Ricciardino, and cannot wait to land among the Gluttonous, where he is sure to be sentenced. Both brothers are perfect examples to suggest to the characters to establish a bond and unlock an Infernal Chronicle (see Infernal Chronicles on page 54). As with Ipazia previously, the Guide is free to modify in part or entirely the two potential Familiar Spirits. 110 Chapter III - The Way is Long, and Difficult the Road


Calcagnaccio found out, and prevents him from doing so every time he seems to succeed, chasing him back down the line to increase his suffering. Stanza III – Into the Blind World “Let us descend now into the blind world,” Began the Poet, pallid utterly; “I will be first, and thou shalt second be.” And I, who of his color was aware, said: “How shall I come, if thou art afraid, who’rt wont to be a comfort to my fears?” And he to me: “The anguish of the people who are below here in my face depicts that pity which for terror thou hast taken. Dante Alighieri Inferno, Canto IV, 13-21 If the Travelers tell Ricciardino the real reason for finding him – bringing him back to Calcagnaccio – he will try to convince them in any way possible not to follow through, and to instead tell the devil they could not find him, or to help him find Uccione and beg for forgiveness, after which he will willingly submit to his captor. The Travelers can see through their task and force Ricciardino to follow them. If successful, they bring Ricciardino back to Calcagnaccio, who pierces him on sight and flings him back to his place in line. Alternatively, they can help Ricciardino and try finding Uccione, who is located in the area that characters can stealth their way to (see Stanza I above). On seeing his brother, Ricciardino will fall at Uccione’s feet, sobbing and begging for his forgiveness. A few beats go by as the large merchant does not seem to understand what is happening, but as soon as he recognizes his brother, Uccione throws himself at him in anger, calling out his betrayal and trickery and several frauds at his expense. Only the Lost Ones can try, at this point, to convince Uccione to forgive his brother, even if posthumously, by succeeding on a DC 15 Charisma (Persuasion) check. The Guide can allow a character to roll with advantage if the argument is particularly apt, or if one of the two souls is a Familiar Spirit to someone in the Band (see Infernal Chronicles, page 54). If the mediation attempt is successful, one way or the other, Uccione will forgive his treacherous brother, while the latter states he is ready to tell Minosse that Uccione had only indulged in gluttony due to the lack of brotherly love. He does not deserve the Glutton’s punishment, but rather the Circle of the Prodigal – the most sought after, as far as anything below the Second Circle is concerned – sparing him from the fangs of Cerbero devouring him forevermore. Calcagnaccio will greet the returning Band with disgust as they reappear at the entrance to the Second Circle, and pushes them all forward, toward the front of the line. Stanza IV – King’s Judgment Thus I descended out of the first circle down to the second, that less space begirds, and so much greater dole, that goads to wailing. There standeth Minos horribly, and snarls; examines the transgressions at the entrance; judges, and sends according as he girds him. Dante Alighieri Inferno, Canto V, 1-6 The passage between the First and Second Circle is a seemingly endless tunnel, which even the reluctant help of guardian devils does not prevent from lasting forever. After an infinite descent, the Band (with or without Uccione and Ricciardino) will resurface in an open Chapter III - The Way is Long, and Difficult the Road 111


space, placed before a vertiginous rocky ledge, its peak invisible to the mortal eye. The area is covered by bottomless canyons and ravines, and stone walkways all leading to the same spot: an ancient amphitheater, carved into the ground. The screeching of souls is deafening, but the horrifying noise is drowned out by the roaring of an incessant storm, which occupies the entirety of the chasm beyond. Infinite smaller tornadoes and storms twist and spin around each other in the sky, forming a single, enormous hurricane. Even this unbearable roar is overwhelmed by the thunderous bellows of the monster at the center of the giant theater steps: an ancient giant, crowned and monstrous, with a long scaly tail ending in a lash, rises on the stage, grabbing the damned one by one. “Here is your reward!” cackles Calcagnaccio. “Were you expecting something else?” He then leaves, after one final kick at Uccione for good measure, ensuring his terrible fate. The imposing, monstrous infernal judge’s breath reaches the Lost Ones as warm as fetid vapor emitted from a pile of rotting corpses. If the group has reached this point with Uccione, the monster will grab him without leaving him time to speak, coiling its tail three times around his body and thundering the word “Gluttonous!” and throwing him into the storm beyond. Realizing what is about to happen, Ricciardino steps back, gesturing to the Travelers to go ahead, and disappears into the silent, motionless crowd of the waiting damned. Whatever the case may be, after flinging away the damned soul in front of them, the massive titan turns its stony gaze upon the Band and roars a question at them: what are living beings and a noble spirit doing down here? The Guide steps in, as they had done with Caronte, to explain the reasons behind their Journey, appealing to Divine Providence, the Lord’s will, and the Hope of the Height they all carry in their hearts. “Why criest thou? Do not impede his journey fate-ordained; it is so willed there where is power to do that which is willed; and farther question not.” The doleful notes finally strike: the air around the Travelers seems to freeze for a moment, the judge’s stone eyes rest upon the noble spirit carrying the Lantern. Minosse’s tail rises in all its length, the scales reflecting the light of the braziers around the steps of the theater in ruins. The crack with which the monster’s serpentine limb coils around the Guide breaks the silence. The cloud of dust that follows makes it hard to breathe and the only thing visible is the light of the Lantern, rolling away in the distance. Then the tail coils back down next to the immense body of the Third Keeper, and the dust settles on the parched ground – there is no sign of the Guide: they were flung back to the Castle by the unappealable judgment of Minosse. Even though Minosse can smell the reek of sin in each of their pathetic souls, there is no trick, reasoning, or deal which can convince it to let the Travelers pass: as far as it is concerned, they can go back from whence they came, seek refuge in Limbo, or drown in the Acheronte. There is only one way to move past the Third Keeper of Hell: defeat it in combat! If Minosse is defeated, it disintegrates and becomes ash, except for its stone eyes, which fall at the characters’ feet. Each Eye of Minosse (see Infernal Artifacts on page 174) vibrates with energy, and a character can make a DC 17 Intelligence (Arcana) check to understand their magical nature and how to put them to use. After the fall of the High Judge of Hell, it does not take long for the damned souls waiting on the steps behind the characters to realize the incredible opportunity presenting itself. 112 Chapter III - The Way is Long, and Difficult the Road


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Egged on by none other than Ricciardino de’ Pazzi, the souls of the dead attempt to break the line, some to hide in the crevasses, some to run into the Hurricane hoping to hide in a Circle with less of a punishment than the one they would otherwise be sentenced to. The Lost Ones must also seize this opportunity, and swiftly, to avoid being trampled by the damned or attacked by the legions of guardian devils swooping down upon the fleeing souls, weapons flailing indiscriminately. They cannot move backward – the devils keep coming in waves, vomited out by the air without a star upon the fleeing damned – but do have time to pick up the Eye of Minosse and the Lantern and run, before the Judge reforms in its seat. Conclusion There is no end to the punishment of the Dolorous People, there is no end to the existence of those who fall down into the Blind World, beneath the air without a star. Each damned soul which lies in Hell can be destroyed, but only temporarily, coming back into existence soon after. Minosse too will return to its seat in the Second Circle, but until that moment many, many damned will swarm past without receiving their sentence, free to head wherever they choose, and hide to avoid or lighten the punishment which they deserve. The infernal balance is shaken and the Travelers are obviously at fault – will this bear repercussions for them, or even for Hell itself? Lacking their Guide, left to their own devices, with no way back and an endless path in front of them, as thousands of souls carelessly disperse across Higher Hell, the Travelers now find themselves having passed Minosse and needing to start everything from scratch again. There are no certainties going forward, nor is there anyone to lead them or show them the way: the immense weight of their own redemption is entirely upon their shoulders – the path however, still leads to Lucifero. How could it be otherwise? The Travelers reach their next level at the end of this Canto. 114 Chapter III - The Way is Long, and Difficult the Road


Canto VII – Into a Place Mute of All Light Seventh Canto, in which we narrate of the Second Circle of Hell, and of the journey through the Great Hurricane and the meeting with the Lovers, whose lost souls find peace in painful but comforting embrace. Treatise for the Guide From this moment onward, if events have taken place as outlined in the previous Canto, the Band’s Guide is lost, and the Travelers are alone with no one left to lead them through the rest of their Journey. They do still have the Lantern crafted in the Castle of the Noble Spirits, along with every artifact or companion gained so far. As this Canto opens, the Travelers have moved past Minosse’s remains and are fully in the Second Circle, which features an endless and devastating, all-encompassing storm. They will have to find their way through said storm and even help some of the anguished souls relegated to this corner of the Blind World. This Canto was unlocked during the Inferno crowdfunding campaign as an optional addition to the introductory campaign. It can present a good opportunity to give a conclusion or a direct follow-up to the events of Minosse’s defeat, and a starting point for the second part of the Lost One’s Journey, less regulated and lacking an actual Guide in the game. The tools it offers are required to proceed with the campaign and learn to facilitate and set up the game as the characters move through the Circles. If a character has been lost to Desperation, this is also a good point to meet new companions (such as malebranche), who could become new Travelers or step in as new Guide for the Band. The Canto also offers a peculiar type of devil, in order to show how such a character might experience the rediscovery of the Hope of the Height, and perhaps join the Lost Ones. Alternatively, it can be used to develop game sessions based on the characters’ Infernal Chronicles and the environmental perils of each Circle, as the Travelers descend toward Cocito. Whatever the case, one of the most insidious obstacles in all of Hell must be overcome: the Hurricane, both a place of captivity and punishment for the Wanton. 115


If the Orfeo and Euridice plot is something that caught your interest, you may decide that the Guide is safe in Limbo, and here the players will find the couple’s other member; alternatively, the latter lover could try bringing back the character they just lost by using the Lyre. The character who played the role of the Guide was considered a Noble Spirit, but their lover’s passion was too much in the eyes of the Lord and they are now here, in the Hurricane. The two lovers will be able to reunite, if you so choose, or the newly encountered character may take the place of the Guide. Preface for the Travelers The Guide is lost, flung back by Minosse’s fury, and a multitude of vile souls have escaped their destiny and are now fleeing through the Circles of Higher Hell, between Acheronte and Stige. All those Dolorous People, in the wake of your shocking deeds, broke ranks and surged forwards, some hiding in the crevasses along the cliff above the Circle, some trying to return to Limbo, some following you and your Lantern after stepping through the warm ashes of the Third Keeper. You have made it through and are intent on continuing your Journey, but you no longer have your Guide. You find yourselves alone and shivering before the eternal Hurricane of the Second Circle, its howling so loud it drowns out every other sound. Stanza I – And Now Begin the Dolesome Notes I came into a place mute of all light, which bellows as the sea does in a tempest, if by opposing winds ‘t is combated. The infernal hurricane that never rests hurtles the spirits onward in its rapine; whirling them round, and smiting, it molests them. When they arrive before the precipice, there are the shrieks, the plaints, and the laments, there they blaspheme the puissance divine. Dante Alighieri Inferno, Canto V, 28-36 The reckless flight of the waiting souls, no longer waiting to be judged by Minosse now that the Lost Ones have defeated it, drags the Travelers away from the ledge of the Second Circle all the way to the point where the Hurricane’s winds begin. Behind the Travelers are waves of souls in revolt, and more and more devils arrive to put a stop to the escape toward the lower Circles. These damned souls, lacking any judgment or sentence, have realized they are free to scatter and hide wherever they are able to, and might be headed for the Fourth Circle specifically, whose punishments are not too severe for the likes of them. Their cries join the devils’ angry calls in a disheartening chorus, slowly fading as the Lost Ones push forward, step by step. The darkness you are about to face, barely lit by the Lantern you carry, soon resounds only with the howling of the wind blowing from every direction. You find yourselves before a wall of storm clouds, blown aside by a wind so strong even rocks and detritus are caught up in the gusts, as they roll and crash at your feet. The storm rises from the declining ground up into the darkness of the air without a star, and to either side of you, well beyond the sphere of your mortal senses; distant flashes light up what seem to be titanic and primordial winged creatures, as their metal wings create wind, lightning, and thunder… 116 Chapter III - The Way is Long, and Difficult the Road


As you are taken by the sight, you notice some of the more brave – or perhaps more desperate – fleeing souls leap into the storm. They are immediately flung and dragged away by the winds as if they were nothing but dead leaves, in a litany of swearing and blasphemy. The more cautious and cowardly try to keep to the outer limits of the storm itself, hoping to eventually find safe passage through it, toward the Lower Circles. In fact, the Second Circle’s Hurricane is almost a mile wide, a layer in the shape of a disk, which forms a lid to the infernal crater below. If the Lost Ones try edging along the storm’s perimeter, they will spend much time just moving, never really making significant progress. The only way to cross this Circle is through the Hurricane. If the characters attempt to step into the twisting gusts, as they saw the damned do, they will realize that their physicality makes them heavy enough to not be swept away by the powerful winds. Every time, however, that a Traveler finds themselves in the Hurricane’s area of effect, they suffer the effects described in the Environmental Perils of the Second Circle. Environmental Perils of the Second Circle Any creature in the Second Circle has disadvantage on all attack rolls with a ranged weapon, and on all Wisdom (Perception) checks that rely on hearing. The Hurricane also extinguishes open flames, dissipates mists and fog, and makes flying incredibly difficult, even through arcane means. A flying creature inside the Hurricane must land by the end of its turn or fall. Additionally, the Guide can add any of the following effects at their discretion. Dust Vortex. On the ground and in some suspended locations, the Hurricane can create dust vortexes. A character making a Wisdom (Perception) check that relies on sight in proximity of these vortexes has disadvantage on the roll. These areas are also considered difficult terrain, due to the incredibly strong winds flailing any corporeal being trying to move through them. Rock Whirlwind. The wind of the Second Circle often and very suddenly generates whirlwinds of rocks, stones, and smaller debris, with the effect of creating even more pain for the Wanton who are trapped within the Hurricane. The area (30 ft radius) within a rock whirlwind is heavily obscured, and a character who starts its turn inside this area takes 7 (2d6) bludgeoning damage. A rock whirlwind can move 20 ft per round, and disappears after 1d4 rounds. Rain of Debris. The infernal storm is so powerful that it can shift boulders and shatter cliffs as it crashes against them, smashing them and scattering them aside like rain. At the start of its turn, a creature in the area of the rain of debris must make a DC 20 Dexterity saving throw; on a failed save, it takes 18 (4d8) bludgeoning damage, or half as much damage of a successful one. On a successful DC 15 Wisdom (Perception) check, a creature can spot the approach of the rain of debris; if so, it has advantage of the saving throw. Elements of the landscape that provide full cover can protect a character from the rain of debris. Chapter III - The Way is Long, and Difficult the Road 117


Stanza II – The People Whom t he Black Air so Castigates I understood that unto such a torment The carnal malefactors were condemned, Who reason subjugate to appetite. And as the wings of starlings bear them on In the cold season in large band and full, So doth that blast the spirits maledict; It hither, thither, downward, upward, drives them; No hope doth comfort them forevermore, Not of repose, but even of lesser pain. Dante Alighieri Inferno, Canto V, 37-45 As the Travelers proceed through the Hurricane and down toward the Circle below, they notice – among the debris, wind, rending wails, flashes of blood, and dust – that a rocky formation has grown into a sort of barrier against the furious wind, against which are thrown a number of tormented souls, wounded and despairing. This natural shelter will not last long, as the debris can be removed at any time by a sudden gust, but it does allow the Travelers to find some respite from the devastating effects of the Hurricane, and the same is true for the tortured souls slammed against it. In this temporary shelter from the storm, the Lost Ones can start a conversation with any of the damned present in this location, some of whom could unlock an Infernal Chronicle for one or more characters. Specifically, one of these souls, whose limbs are jutting out at odd angles due to the Hurricane’s force, is whining and moaning as another – also wounded, but still able to stand – gently caresses it. The latter immediately looks at the Travelers and the Lantern as they approach, and begs them for help: she claims to be tied to the other soul by the feeling that bound them in life, and cannot believe she has found them again in the afterlife and its everlasting storm… truly a miracle! Unfortunately, when the shelter is inevitably blown away by same winds that created it, it will collapse on itself and the currents will grab both of them again, dragging them away and negating the fortuitous reunion. The lost soul will ask the Travelers to help her become “like them… like the two… those who are never separated, despite the storm…” The soul is referring to the Lovers, two figures whose names she ignores but are easy to identify as they seem to never be separated by the Hurricane. She might have seen them with her own eyes, or heard of them from other damned, but whatever the case, she begs the Band to find out how the Lovers are able to maintain their connection, and help her to do the same with her own earthly love, for whom she betrayed her matrimony, sinning against the Lord and decency, which sentenced her to this horrific place. Stanza III – No Hope Doth Comfort Them Forevermore Love, that on gentle heart doth swiftly seize, Seized this man for the person beautiful That was ta’en from me, and still the mode offends me. Love, that exempts no one beloved from loving, Seized me with pleasure of this man so strongly, That, as thou seest, it doth not yet desert me; Love has conducted us unto one death; Caïna waiteth him who quenched our life!” These words were borne along from them to us. Dante Alighieri Inferno, Canto V, 100-108 118 Chapter III - The Way is Long, and Difficult the Road


Whatever the Travelers choose to do and whatever the nature of their interaction with the two despairing souls, just beyond the rocky shelter looms an unsettling shadow: long horns, wide wingspan, skeletal body… a devil! At the sight of this terrifying shape, all the damned souls in this shelter except the two who asked the Travelers for help will flee, preferring the painful winds to the torture a cruel fallen angel is capable of inflicting upon them. The devil makes its appearance, stepping out of the gusting spires into the shelter. It seems smaller than the majority of devils seen so far by the Band, but its wings are large and strong. It directs its gaze directly at the Travelers, but even more so at the Lantern. It claims to be unarmed and mean no harm, in fact, it claims it could be an ally, someone they could use in a place such as this one – all it asks for in return is some warmth, maybe their Lantern could help. The devil states its name to be Sferzavento (minor devil) and that it has seen many a lost soul before now. As it does, something like hatred runs over its features, briefly showing a glimpse of a perfect golden mask that recalls what it used to look like, once long ago. If the characters choose to investigate Sferzavento’s disgusted reaction, and succeed on a DC 12 Charisma (Persuasion) or a DC 16 Charisma (Intimidation) check, they can learn more details about its story, at the Guide’s discretion. Sferzavento Sferzavento was once one of the Tempestarii of the Second Circle, powerful, cruel, and feared. One day, it met a Lost One clothed in red, accompanied by an ancient noble spirit as its Guide. The Lost One had been so moved by the tale of two twinned damned souls that he had offered the devil a deal. Sferzavento had thus accepted some of the Hope that the Lost One carried, in exchange for a ritual that would bind the two spirits for eternity. Receiving Hope was a traumatic experience, to say the least: its sight had clouded, the roar of the storm had become unbearable, and a wave of heat had taken over it, one that all of Hell and its tongues of fire could never give it. It tried to dissimulate this reaction, tried not to think too much about it. Using its Tormentor and more Hope from the Lost One, it completed the ritual: the devil pierced the hearts of the two souls, somehow binding them forever. The Lost One clothed in red had been satisfied, and set back on his Journey. Sferzavento had laughed maniacally for the folly of such a deed, and had immediately launched itself after the two Lovers, to reclaim its sword, uncaring of the bargain – only to discover that the blade was forevermore bound to the souls, and not even their destruction could free it. They would simply return to their sentence, united in the hope of that merciful act. The horror. Sferzavento had soon lost everything: its powers, its place in the infernal hierarchy, its control over the Hurricane. Since then, eternity has been long and boring for the devil, the Hope it now held fueling questions and doubts. Finally, after so long, it spotted a light in the dark, a glow as warm as life: the Lost Ones’ Lantern. If the characters want to help the two souls and inform Sferzavento of the situation, the devil will give them the information required to find another Tormentor with which to complete the ritual it once performed on the two Lovers. If the characters have no interest in helping the Wanton, Sferzavento still offers its help to reach the Third Circle in one piece, claiming to know the nooks and crannies of this place like its pockets. In exchange, Sferzavento will ask for a little more Hope and maybe to join the Band: it could, in fact, become their new Guide, another Traveler, or simply a supporting character. Chapter III - The Way is Long, and Difficult the Road 119


Whatever the case, Sferzavento demands at least 1 Glimpse of Hope and tells them that they will need to use more for the bonding ritual, along with the Tormentor. A character who makes a successful DC 15 Charisma (Persuasion) or DC 19 Charisma (Intimidation) check can obtain a “better price” from Sferzavento, who will be satisfied with 1 Spark of Hope instead. The magic sword of another Tempestarii is required to bind the two souls, and Sferzavento just happens to know where to find one. The devil in question is called Calcabrina, and it commands the Hurricanes terrible winds from a rocky peak known as the Spur. Note: Sferzavento will want to gather as many Hope Points as possible and will offer the Travelers its help on many occasions (protect them from the Hurricane, reach the top of the Spur, save a character from a horrible fall, fight against Calcabrina, etc.) – but only in exchange for more Hope. Stanza IV – Through t he Purple Air And all the while one spirit uttered this, the other one did weep so, that, for pity, I swooned away as if I had been dying, and fell, even as a dead body falls. Dante Alighieri Inferno, Canto V, 139-142 If the Travelers seek a way out of the Second Circle by their own means, and without fighting the Tempestarii first, the Guide may choose to have them face Calcabrina (perhaps as Sferzavento warned the other devil, out of spite). Calcabrina (tempestarii) is cruel and devoured by the sin that made it pick up its weapons against the Lord, and cannot stand souls wandering in its Circle. It will attack on sight. The same encounter can take place even if the characters are following Sferzavento to the Third Circle. Alternatively, the Band can be allowed to leave the Second Circle with few obstacles, but the characters will not gain a level at the end of this Canto. If the Band chooses to head for the Spur, they will find it is not too far from the location where they last left the two souls, but it is incredibly tall and looks incredibly precarious in the whirling gusts of the storm. There is a path coiling around this titanic rocky pillar, which seems to lead to its top. The path, however, becomes narrower and narrower as it ascends through stronger and stronger winds; characters will have to walk in single file to make it up the barely 5ft wide path. To avoid falling over from the gusts, each character must succeed on a DC 10 Dexterity (Acrobatics) saving throw, or fall off the path as a dead body falls, taking regular fall damage depending on the height the character had reached. Once at the top, 100 ft from the ground, the Lost Ones will find themselves on a flat area which seems to have been sliced off clean, right in the eye of the Hurricane. What they do not find, however, is the tempestarii devil. The characters will see all around them, whirling around the peak, vaguely circular and flat rocks (5ft radius), held mid-air by the wind. In order to reach Calcabrina, the characters can make use of the floating rocks, leaping from one to the next with a successful DC 12 Strength (Athletics) check, all the way to the storm devil’s den: a flat rock, 30 ft in diameter, lashed by winds and devoid of anything other than a roughly carved throne from which the tempestarii devil observes the characters with anger and curiosity. Regardless of whether the characters reveal their intentions, and attempt to strike a deal (such as exchanging some of their Hope for the Tormentor, or even directly for the ritual that Sfer120 Chapter III - The Way is Long, and Difficult the Road


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zavento conducted upon the Lovers), Calcabrina is reluctant to agree to anything and cares very little for Hope; this is a good spot, and the devil finally has a chance to let some steam off by massacring new and curious victims, in the most violent and unnecessary way. The Guide can choose to play Calcabrina differently from how the character is presented here, and make this encounter one of roleplay and diplomacy rather than combat. If the characters manage to obtain Calcabrina’s Tormentor, either defeating the devil or by striking a deal, they can hand it over to Sferzavento in order to pierce the hearts of the two souls they met, uniting them forevermore in the Hurricane. As previously stated, Sferzavento will remind the Lost Ones that they must sacrifice 1 more Glimpse of Hope for the ritual, as it starts chanting the ritual’s words and curses. The Travelers can once again bargain with Sferzavento as explained earlier. Just as the two damned souls seem to begin to fuse around the Tormentor blade, the makeshift rocky shelter starts to cave in and is blown away. Was this all Sferzavento’s plan to steal a little more Hope? If the Travelers choose, instead, to complete the ritual by their own means, or simply choose to keep the blade for themselves, the two souls will perish or be immediately and suddenly dragged apart by the storm’s force, fated to never meet again, and enter that cycle of death and renewal forever within the Hurricane, without ever meeting again. This decision will cause the loss of 1 Spark of Hope from every member of the Band, who can still keep the Tormentor for themselves (see page 181). Finally, if everything happens as hoped by the two souls, and the ritual is successful, they will thank the Travelers, especially any who have created a Bond with them. As they disappear on the winds, their tears are carried back to the faces of the Travelers, streaming out of eyes no longer filled with fear. E uridice If the characters and the Guide have been following the plot related to Orfeo and his wish to leave Hell (see page 63), Euridice (or Orfeo, depending on your initial choice) can be found in this location. The lover of the Band’s (former?) Guide is in chains beside Calcabrina’s throne, personally tortured by the devil and by the void left by their missing lover. Freeing Euridice from her torment and recovering the Lyre from Cerbero’s lair are both part of Orfeo’s plan to leave Hell, the latest in a long string of attempts that the two souls have enacted before losing, every time, ending up separated once more, killed, reformed, down to this particular Journey. Euridice can become a Familiar Spirit for any Lost One in the Band, the Travelers’ new Guide, a new regular player character, or a supporting character. If only one of the two lovers is currently present with the Band, and the other is back in the Castle in Limbo where the characters can no longer reach them, Euridice will lead the Band toward Cerbero’s lair (see next Canto) to recover Orfeo’s Lyre and bring her lover back to her, uncaring for the Lyre’s powers during a confrontation with Lucifero. 122 Chapter III - The Way is Long, and Difficult the Road


Conclusion I n one way or another, after making their way several miles through the Second Circle and its Hurricane, the Band will leave the lashing winds behind and above, and reach the Third Circle. If the Travelers have helped the damned in the Second Circle, or have faced perils and encounters during this Canto, they gain a level.


Canto VIII – Of New Torments and New Tormented Eighth Canto, in which we narrate of the Third Circle of Hell, wherein Gluttony is punished, and of the demon Cerbero. Treatise for the Guide As the Canto begins, the Travelers are studying the sharp and crumbling side of the chasm down which they must climb, and are faced with the ferocity of the Keeper of the Pit, the Third Circle – the enormous three-headed beast called Cerbero. There is very little to do in this circle other than swiftly move through it, and that is no easy task. The Pit extends for miles and miles, and several herds of the damned roam through it, along with its diabolical torturers and the equally fierce and tireless Keeper. Before they can look upon the Fourth Circle, the Travelers must experience some encounters, some more lethal than others, explore nooks and discover useful shortcuts, all while resisting the perils and threats of this place of damnation. Preface for the Travelers As you made it out of the lower rim of the Hurricane that lashes and forms the Second Circle, you find yourselves sliding down a muddy and slippery decline, upon which rain, hail, and snow falls from the storm above. This Canto was unlocked during the Inferno crowdfunding campaign as an optional addition to the introductory campaign. It can be used as a direct continuation of the events that took place subsequent to the defeat of Minosse and after crossing the Second Circle. Specifically, it can be used as a template to create, as the Travelers keep descending towards Dite and Lower Hell, open gaming sessions for each circle, as the latter are no longer described in detail from this point forward. Each circle does still have its own Keeper with their own lairs, dedicated encounter and event tables, environmental perils, and sufficient descriptions to create an entire adventure. As for previous Cantos, these parts of the Journey should be used alongside the descriptions found in Inferno – Dante’s Guide to Hell. For this Canto specifically, see The Pit, on page 128. By reading the descriptions of the characters’ location in advance, the Guide can make use of the more interesting details or insert an encounter where it fits best from a narrative perspective. The Guide should make use of these elements to provide the characters with threats (such as Cerbero in this Canto) but also hooks which might translate into opportunities for the characters (e.g. the devils heading toward the Breweries, or the presence of souls who escaped judgment) and help them understand their location, what perils they might face, and what might be useful in traversing the circle. 124 Chapter III - The Way is Long, and Difficult the Road


If eternal torment in the previous Circle was the cutting blade of the wind, of the debris it carried, and the lightning strikes of the tempestarii devils, here it now becomes the incessant precipitation, making your descent particularly difficult. When it looks like nothing else could possibly go wrong, that is when you hear the triple howl of Cerbero in the distance. Stanza I – A Rain Eternal, Cold and Maledict and Heavy New torments I behold, and new tormented Around me, whichsoever way I move, And whichsoever way I turn, and gaze. In the third circle am I of the rain Eternal, maledict, and cold, and heavy; Its law and quality are never new. Huge hail, and water sombre-hued, and snow, Athwart the tenebrous air pour down amain; Noisome the earth is, that receiveth this. Dante Alighieri Inferno, Canto VI, 4-12 The final stretch of the slope leading from under the Hurricane to the Pit features less of an incline, and the Travelers are able to grab onto a rock jutting out of the mud and debris. The wind rages above the enormous infernal Pit and against the gaping drop which still awaits the Band. The Lantern jolts as a flash of lightning, worthy of the father of the old ancient pagan gods, illuminates the muddy ravine down which the Travelers are climbing. It seems the Hurricane is finally behind the Band: its nefarious winds scream and howl above, but they no longer dent armor or rend cloaks, the red lightning created by the wings of the Ziz cannot extend their deathly fingers upon the Travelers. After all, another torment has begun: the terrifying slope crumbles down into a basin of mire, filled with snow and debris, vomit and blood. Finding a way less dangerous, less slippery, to reach the valley is an incredibly difficult task, especially as rain and hail falls upon them. From this ledge, the view upon what is happening below is clear: dragging movements in the mud, guttural cries and agonizing screams. Someone gifted with a very fervid imagination might even describe it as “herding”. If the encounter with Minosse ended as planned, and a flood of souls escaped judgment and entered Higher Hell after the defeat of the Third Keeper, this is where the Guide might place some of those souls. Some of them might have been able to miraculously find a way through the previous Circle or slyly followed the Travelers and their Lantern all along. Whatever way they have made it to this point, the sight of the putrid, hammering Hurricane, of the devils and the horrifying three-headed beast, or even just the unstable ground, prone to slide and crumble, which provides the only way down, could be enough to reveal themselves to the Band. For example, if Ricciardino the Infamous is still safe by the end of Canto VI, he could reappear now and try once again to latch onto the Travelers, maybe accompanied by several other souls who all fled together. Chapter III - The Way is Long, and Difficult the Road 125


Two herds of tormented souls are barely able to drag themselves along under the amused and evil prodding and mocking of diabolical torturers. The herding devils (guardian devils), armed with pointed pitchforks, spear the emaciated skin of the damned, splitting them into two clearly separate groups, and screaming insults and mockery at them as they do so. The first group is made up of a large number of clumsy, heavy souls, deformed by obesity and plunging into the mire with each step. The infernal herders seem to push them through the acid storm, toward the center of the Pit; the second herd is made up of much smaller souls, but still unable to move forward, teetering and dazed. The herders push them elsewhere, swiftly, along the outer border of the circle, atop of which are the Lost Ones. A character who succeeds on a DC 18 Wisdom (Perception) check can see that the region this second group is being led to features streams of thick smoke, of a reddish color, rising through the rain. Despite everything in the Pit being mud, snow, and hail, there are also hidden areas, burrowed in the ground and held up by structures of bones and dried guts, in which one might find dry shelter. The entrances to these areas are similar to caves and mine shafts, and soon enough the ground within becomes more compact. At the very end of each tunnel are infernal glows of reddish color, and vapors and gurgling sounds travel back up. These are the Breweries, caverns which burrow into the clotted mire, featuring valves where devils blend liquors and tar-like substances with burners, boilers, furnaces, and glass containers of all kinds. A jumble of damned lies all around them, in the hallways and bends of these caverns, barely holding themselves upright on benches and stools. These are the drunkards, those who in life could not stop themselves from indulging in substances which did not fill bellies, but rather emptied minds, disagreeable even to Cerbero. The Brewer devils find their ingredients among the fluids of the drunkards themselves, and add a fair amount of their own, constantly spitting into the mixtures, then taking them through the processes of putrefatio and calcinatio. When their work is done, they force the damned to drink, and drink, and drink, stuffing rags and funnels down their throats if needed. Characters who are able to stomach these scenes and avoid the Brewer devils will also discover that a Brewery includes many potentially useful items. Some of the substances created are not immediately administered to the damned, but kept in skins and prepared to be sent to Dite, for the amusement of the devils in the City of Fire and at court (see also page 144 and Inferno – Dante’s Guide to Hell, page 140). Each skin is fire branded with the symbols of the various city Arcs, and each represents a different kind of substance. The black liquor in the skins branded with the Torch is also a powerful combustible: it can fuel the infernal red fires of furnaces and torches for days, even under the strongest wind and rain. The white aquavit in the skins branded with the Key is highly corrosive acid which burns through fiends and metal alike, but has no effect on wood or living beings. The clear potion in the skins branded with the Centauress is icy cold to the touch and contains the power of Cocito, whose ice is one of its secret ingredients. Finally, the Salamander-branded skins hold a blood red liquid, which has two different effects: it is poison to a fiend, but a Lost One who drinks of it receives resistance to heat and fire for a short time. 126 Chapter III - The Way is Long, and Difficult the Road


Diabolical Brews Some devils in the Third Circle distill magical potions which are stored in special skins. The Breweries can contain any of the following diabolical potions: Centauress Skin Potion, uncommon A character who drinks this potion gains resistance to cold damage and the effects of the spell expeditious retreat for 1 minute. Key Skin Potion, uncommon A character can spend an action to spray the contents of this skin on a creature within 5 ft, or throw it up to 20ft (the skin bursts as a result). In either case, the character makes a ranged attack against a target creature or object, and considers the acid as an improvised weapon. If the target is undead or a metallic object, it takes 4d6 acid damage. Salamander Skin Potion, uncommon A character who drinks this potion gains resistance to fire damage and regains 10 hit points at the starts of their turn (as long as they have at least 1 hit point) for 1 minute. If a fiend drinks this potion, it must make DC 17 Constitution saving throw; on a failed save, it takes 2d6 poison damage and is poisoned for 1 minute. Torch Skin Potion, uncommon A creature who drinks this potion must make a DC 12 Constitution saving throw; on a failed save, it takes 4d6 fire damage, on a successful one, it can choose to redirect the damage by breathing fire upon a target creature within 30ft. The target creature must make a DC 14 Dexterity saving throw; on a failed save, it takes 4d6 fire damage, or half as much damage on a successful one. The effect of the potion ends after a number of breaths equal to the character’s Constitution modifier, or after 1 minute. The Skins are special Infernal Artifacts, with the following properties: ◊ Skins do not require attunement. ◊ In order to carry a skin, it must be attached to an Infernal Emblem which is not attuned to another Infernal Artifact, including the skin; this means that a character can carry a total of 3 skins. The Skins are added to the Traveler’s semblance without any disadvantages, encumbrance, or increase to their weight. ◊ Carrying a skin does not force a character to lose any Hope Points; the skin is destroyed when a Traveler dies, and it does not reform. ◊ Skins are consumed in the same way as potions. You must also note that the theft of these skins will not go unnoticed. Ecate has spies everywhere, and some of them might be slithering beneath the Band’s feet even as we speak. Chapter III - The Way is Long, and Difficult the Road 127


The other souls, headed into the storm of filth, suddenly meet a terrifying, growling shadow looming over them, as it pounces onto the herd with feral agility. The devils leap aside just in time, some flying, some rolling, in a chorus of metallic cackling as the gluttonous herd is rendered apart by the claws and fangs of a gigantic, growling, hungry, three-headed dog: Cerbero. The mire of mud and black blood soon becomes red with remains and drool dripping from the monster’s jowls. All of this takes place before the characters’ eyes, and when Cerbero moves away, disappearing back into the rain, the devils are long gone, having reached the other group. Stanza II – Cerbero, Monster Cruel and Uncouth Red eyes he has, and unctuous beard and black, and belly large, and armed with claws his hands; he rends the spirits, flays, and quarters them. Howl the rain maketh them like unto dogs; one side they make a shelter for the other; oft turn themselves the wretched reprobates. When Cerberus perceived us, the great worm! His mouths he opened, and displayed his tusks; not a limb had he that was motionless. Dante Alighieri Inferno, Canto VI, 16-24 As the characters find themselves in the Circle of the Gluttonous, aside from the Breweries and Brewer devils, the Lost Ones risk a number of unfortunate encounters, summarized in the “Events and Encounters of the Third Circle” table. The Keeper of the Circle in which the Gluttonous are punished is untiring, fierce, and as greedy as the damned it is called on to punish. Cerbero constantly prowls, taking long strides through the reeking mire, yearning for the quartering and slashing of the damned. Its blazing eyes constantly scour every direction, its nostrils flaring and vibrating wherever the stench of the Pit joins the succulent smell of the souls floundering in the mud. Cerbero is a powerful and formidable predator, but its threat resides not only in the three sets of slimy fangs, the strength of its body, or the dozens of sharp claws. Cerbero also has three special characteristics which make it unique among the Infernal Keepers, as shown in the following table. Fearless. Unlike other infernal creatures, Cerbero can reform from its ashes incredibly quickly, and does not seem to lose its blood lust toward the prey which have bested it. In fact, the determination to find them again and mete out punishment increases exponentially each time. If the Travelers have already defeated Cerbero, they can still meet the Keeper as the next random encounter, ready for a fight. Tracker. Each time that rolling on the table does not result in an encounter with Cerbero, the next roll gains a +1. Example: if the Travelers have had three encounters, but none of them were Cerbero, the next 1d10 rolled on the encounter table will yield the result of 1d10+3. Relentless. Each time the Lost Ones meet Cerbero as they move across the Third Circle, the modifier explained above (see Tracker) resets. Additionally, after the first encounter with the Travelers, Cerbero has advantage on its initiative roll for every encounter. All these aspects are revealed in more detail in the section: Crossing the Third Circle. 128 Chapter III - The Way is Long, and Difficult the Road


Events and Encounters of the Third Circle d10 Events 1 (or less) Hungry. 1d4 gluttonous damned and 1 host of the gluttonous damned 2 Herd. 2d4 gluttonous damned and 1 minor devil 3 Gargoyles and behemoths. 1d4 gargoyles (gargoyles*) 4 Herding devils. 1d4 minor devils 5 Gargoyles and behemoths. 2d4 gargoyles (gargoyles*) or 1 giant behemoth (otyugh*) 6-8 Useful encounter. The Lost Ones come across an encounter described in the section Useful Encounters of the Third Circle 9 Famine keeper. 1 guardian devil armed with the Behemoth’s Club 10 + Cerbero. The Lost Ones are spotted by Cerbero, who attacks them on sight C rossing the Third Circle To move past the Pit, patrolled by the fourth Keeper of Hell, and filled with perils and horrible creatures behind every pile of filthy mud, the Travelers need to have at least 8 random encounters, which the Guide can generate with the “Events and Encounters of the Third Circle”: Perils of the Third Circle Every area of the Pit is considered difficult terrain due to the mud, ice, snow, carcasses, and sludge which cover the filthy ground, clinging to each and every corporeal creature who moves through it. Additionally, for each random encounter, the Guide must roll a d6 on the following table to determine the nature of the environmental perils present in the area at the time of the encounter. d6 Perils 1 -2 The Mire. As with every other location in the Circle, the area is considered difficult terrain, but there are no additional threats 3 Downpour. Everything in an area under a downpour is slightly obscured and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. The rain and snow immediately snuff out open flames and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on hearing 4 Rotting Bog. A creature who enters the area for the first time or starts its turn in the area must make a DC 15 Dexterity saving throw. On a failure, it falls prone to the ground. A creature attempting to use concentration while in the bog area must make a successful DC 15 Constitution saving throw or lose concentration Chapter III - The Way is Long, and Difficult the Road 129


Useful Encounters of the Third Circle As the Travelers wander through the reeking mire of the Pit, they might come across a number of bad encounters and be forced to fight dangerous creatures, but can also experience encounters which might reveal important information on how to leave the Circle faster or more easily. These encounters may even reveal tips on how to defend themselves from the Infernal Keeper who has been tracking them since they set foot in its kingdom of mire and bones. Each Useful Encounter in the table and described below can be used at the Guide’s discretion, at any moment (or when it best fits with the actions of a character): using this kind of encounter should not be limited to rolling on the table, but rather – given their multifaceted usefulness – used at least once on the Travelers’ path. More generally, and as already stated elsewhere, encounters with the damned and various devils do not have to be linked to a combat scenario and a violent resolution; they can also be conducted in such a way that leads to a “shortcut” (see below). The Guide can create as many kinds of Useful Encounter as they wish, for example by including Familiar Spirits which will unlock Infernal Chronicles. That said, provided below are suggestions for how to use the information and description of the Third Circle present in Inferno – Dante’s Guide to Hell. There is no set limit to the number of Useful Encounters that the characters can meet during this Canto. Brewer Devils. As suggested at the start of the Canto, the characters can make their way to one of the tar-filled caves which the Circle’s devils call “Breweries”. The Lost Ones might choose to face off against the devils (e.g. 1d4 minor devils and 1 guardian devil) guarding the entrance, in order to get their hands on the portentous potions (see Diabolical Brews in Stanza III) or to free the souls they torture and lash to extract their alcoholic juices. Alternatively, the Travelers might attempt to sneak into the Breweries, succeeding on a DC 15 Dexterity (Stealth) check, to better study the devils’ actions and maybe steal a few skins from their stock; in this case, the area of the Breweries might have a few gargolle (e.g. 2 gargoyles*) lying in wait, or a couple of rudimentary traps. Such a scenario, however, might also encourage the players to interact in some other way with the devils, maybe by exchanging information or skins for favors or tasks: a malebranche, for example, might offer a few potions and a shortcut toward the Fourth Circle (see Shortcuts, Stanza III) as long as they escort it to Dite, where it must deliver a load of brews to Minister Berith at the Heretics Library (see page 145). Or, more simply, by studying the devils and eavesdropping on their conversations, or thanks to a tip from a talkative devil, they might discover that if Cerbero gobbles up more than half a dozen drunken souls, it becomes too drowsy to fight, and must go rest in its lair (see Shortcuts, Stanza III). 5 Hailstorm. Every creature starting its turn in the hailstorm area takes 1d4 bludgeoning damage 6 Snow Blizzard. A creature in the area of the snow blizzard must make a DC 10 Constitution saving throw, or gain a level of exhaustion. Creatures who have resistance or immunity to cold damage automatically succeed on the saving throw 130 Chapter III - The Way is Long, and Difficult the Road


Tantalo. The despairing cries of a damned soul echo from not too far away, seemingly coming from a circular formation of rocks, bones, and mud. Inside this rotten fence, the characters will find a small pool of stagnant water, surrounded by weeds and pale, wilted spikes. At the center of the pool is a damned soul, and above their head are withered branches holding blackened, dried up fruits which ooze amber juices – juice which never falls, not even in the gusts of wind escaping the Hurricane above. This is Tantalo, a king out of Greek mythology, whose sin was not only to have stolen ambrosia from the gods, but also to have served them his own son Pelope as a meal during a banquet in their honor. Now he is sentenced to an eternity of hunger and thirst he cannot satisfy. He does not seem to be able to drink from the pool he finds himself in – and which, to him, appears as a clear, crystal body of fresh water – nor to eat of the fruits which dangle above him, moved away by the wind whenever he seems to graze past those rotten fruits – which he sees as plump and ripe. If the characters offer Tantalo any kind of comfort, even just talking to him or moving the plant closer, plucking a fruit for him, or helping him drink, he might choose to reveal some useful information. You see, Tantalo witnessed a neutralized Cerbero once, at the passage of some lost soul through the Circle. First of all, Tantalo might remember the recent presence of Orfeo and Euridice, looking for a way out of Hell (see also page 64). Orfeo attempted to use his lyre against the beast, in the same way he had done millennia prior as a Lost One. This time, however, the Keeper of the Third Circle snapped his hands off and destroyed both souls, flinging them who knows where and taking the Lyre for itself. Before then, between the first and second appearance of Orfeo, a glorious young man called Enea, who had also entered Hell as a Lost One, had faced off against the beast. Long before the hunt could even start, however, the Sybil who acted as his Guide had thrown honey bread filled with soporific herbs to the Keeper. What Tantalo remembers most vividly is Cerbero collapsing into the mire in an unnatural sleep, and Enea continuing on his Journey. Tantalo could end his story by telling the Travelers that the pale spikes growing around the pool are asphodels, plants with a mystical soporific power, and that the juice oozing from the fruits above is thick enough to knead into a bread such as the one that the Sybil gave Cerbero. Characters can make a soporific bread for the infernal mutt with a successful DC 12 Intelligence (Nature) or Wisdom (Medicine) check (see Shortcuts in Stanza III). Cerbero’s Lair. An enormous dark and dank cave, upon the horizon, barely visible through the storm. Outside it are dozens and dozens of chewed and spat out carcasses, slowly sinking in the mud. If the characters step into the cave, they will find very little other than the long black hairs of the beast’s coat, covered in blood and sludge. A character, however, may realize that they can cover their own scent with them with a successful DC 13 Wisdom (Survival) or Intelligence (Nature) check. It would make it much more difficult for the Keeper to sniff them out (see Shortcuts, Stanza III). Additionally, the characters can rummage through the lair of the three-headed demon, and with a successful DC 15 Intelligence (Investigation) or DC 17 Wisdom (Perception) check, or if they are accompanied by Orfeo and/or Euridice, they can find the Infernal Artifact Orfeo’s Lyre. Chapter III - The Way is Long, and Difficult the Road 131


Stanza III – Of Shadows and of Rain with Footsteps Slow And my Conductor, with his spans extended, took of the earth, and with his fists well filled, he threw it into those rapacious gullets. Such as that dog is, who by barking craves, and quiet grows soon as his food he gnaws, for to devour it he but thinks and struggles, The like became those muzzles filth-begrimed of Cerberus the demon, who so thunders over the souls that they would fain be deaf. Dante Alighieri Inferno, Canto VI, 25-33 As previously stated, in order to leave the Third Circles and continue the Journey into the next, the characters must have 8 random encounters from those listed in the previous Stanza. Some of these, the Useful Encounters – regardless of whether the Guide creates some specifically for the player characters or chooses to use the ones offered in the Useful Encounters of the Third Circle section – must provide the Lost Ones with means to speed up or ease their travels through the Pit. Each Useful Encounter, then, must directly or indirectly provide a way of reducing the number of necessary encounters to reach the Fourth Circle, as a “shortcut”. Conclusion The Band moves past Cerbero and the diabolical Pit which it guards, and reaches a muddy ledge, where the putrid snow ceases to fall. Before the eyes of the Travelers is a flooded valley, water flowing into marshland: the Fourth Circle. Players cannot make it past the Pit without facing its Keeper and perils. The first time the Travelers cross the Circle from side to side, they reach their next level. S hortcuts Keeping in mind all suggestions provided so far, below are some examples of shortcuts which the Travelers might make use of: ◊ The Band chooses to escort the Brewer devil to Dite; the Guide can remove 2 encounters, as the devil knows a faster way out of the Circle. ◊ The Travelers make Tantalo’s honey and asphodel bread, and are able to feed it to Cerbero; the Guide can ignore all the “Cerbero” results, which still count for the total encounters required to leave the Circle. The effects tied to Cerbero’s abilities no longer apply. Cerbero wakes up if it takes any damage. ◊ The Travelers cover themselves with Cerbero’s scent in its Lair; the Guide applies a -1 modifier to any result on the table. Cerbero’s Tracker ability still applies. ◊ The Travelers feed Cerbero at least six drunken souls, which they can find at the Breweries; for the duration of that encounter and the next on the table, Cerbero is poisoned. ◊ The Travelers have acquired some Salamander Skins at the Breweries, and they feed Cerbero one or more; for the duration of the current encounter and the next, Cerbero is poisoned. 132 Chapter III - The Way is Long, and Difficult the Road


Canto IX – The Queen of Everlasting Lamentation Ninth Canto, in which we narrate of the last regions of Higher Hell – that is, the Fourth Circle, refuge of the never judged fleeing spirits – of the marsh of Stige, and the walls of Dite, the City of Iron. Treatise for the Guide As the Canto begins, the Travelers have just made it through the Third Circle and find themselves in the stretch separating Cerbero’s muddy slopes and the not too far off Stige, the Fifth Circle. This narrow stretch, relatively calm compared to the devastation elsewhere in the Blind World, currently hosts all the fleeing souls that flooded Hell after Minosse’s defeat. Also, the Fourth Circle is ruled – if ruling it can be called – by a gang of greedy and renegade devils, ready to strike any deal with those souls out of personal interest and to betray each other at the drop of a hat. Preface for the Lost Ones After moving past the Keeper of the Third Circle and the unsettling bank of teeth and bone that holds back the Pit’s landslides, you find yourselves on a stretch of land with a slight decline. At the bottom of the decline are the fetid marshes of the Stige, and beyond that the outer perimeter of the city of Dite, whose vertiginously tall iron walls stop the dark waters. This area is Chapter III - The Way is Long, and Difficult the Road 133


Stanza I – Papë Satàn, Papë Satàn, Aleppë! Thus we descended into the fourth chasm, gaining still farther on the dolesome shore which all the woe of the universe insacks. Justice of God, ah! who heaps up so many new toils and sufferings as I beheld? and why doth our transgression waste us so? As doth the billow there upon Charybdis, that breaks itself on that which it encounters, so here the folk must dance their roundelay. Dante Alighieri Inferno, Canto VII, 16-24 The only sound which can be heard across the entirety of the Chasm, other than the gurgling streams of water and sludge pouring from the Circle above, is the rough rolling of heavy boulders, at times crashing into each other. The sound echoes rhythmically and continuously in the dark surroundings; each collision is followed by vibrations that cause the air to tremble, making it heavy and oppressive, as if it could fall upon the characters at any moment. Regardless of whether the Guide has already done so, this is the perfect moment to explain how many of the souls who fled from Minosse’s judgment are gathered here. The Fourth Circle is almost an oasis, after the sequence of lightning, wind, mud, and snow storms, and the howling keepers so far – dark and gloomy, to be sure, but “calmer” and easier to hide in for all eternity. The one who was once its Guardian, Pluto, has long fallen, his name stricken from the roster of Hell, and so he cares very little about what happens in his former domain. The old pagan demon might even be described by the Guide as being wounded and humiliated by Ecate, and therefore willing to exchange favors and treaknown as the Chasm, a valley which slowly descends toward the marshland beneath it. In the distance, beyond the black waters, the Band can see bastions lit up by red and coruscating flashes. This is Dite, the infernal city, ruled by Ecate, the Queen of Everlasting Lamentation. Its walls form the divide between Higher Hell and the lower regions of the Blind World, sharper and more terrible still. One of the most terrible destinations of this Journey awaits. This Canto was unlocked during the Inferno crowdfunding campaign as an optional addition to the introductory campaign. It can be used as direct continuation of the events that took place with the defeat of Minosse and after crossing the Second and Third Circle, during the less structured sections of the Journey. It can be used in combination with the previous Canto to create templates for, as the Travelers keep descending towards Cocito, open gaming sessions for each circle, as the latter are no longer described in detail from this point forward. Each circle does still have its own Keeper with their own lairs, dedicated encounter and event tables, environmental perils, and sufficient descriptions to create an entire adventure. As for previous Cantos, these parts of the Journey should be used alongside the descriptions found in Inferno – Dante’s Guide to Hell. 134 Chapter III - The Way is Long, and Difficult the Road


sure with the newcomers, promising them a “safe” refuge, uncaring of infernal laws. Pluto’s minions, in this case, could also be profiteering devils or malebranche, curious at the sudden arrival of many souls; they might be gathering them in hidden areas of the Chasm, to then lead them to the Watchtowers dotted around the Stigian marsh. In order to continue their Journey, the Band must first of all find a way of reaching the Stige, cross it, and finally enter Dite. As suggested in the previous Canto, the Guide can plan and prepare the upcoming areas by reading through the descriptions of the Fourth, Fifth, and Sixth Circles found in Inferno – Dante’s Guide to Hell and the “Events and Encounters of the Fourth Circle” table. The Travelers are free to move around these spaces, and the Guide can provide more details and clues as they do so. For example: the Fourth Circle does not have an appointed Infernal Keeper, and the Guide might point this out explicitly. There is no Caronte, Minosse, or Cerbero ready to prevent them from pressing onward, and even Pluto is more concerned with his own interests and profit than the damned or with capturing the souls who avoided judgment. Events and Encounters of the Fourth Circle  d10 Events 1 -2 The Weight of sin. An intangible yet very present force grows heavier and heavier upon the shoulders of the Lost Ones. Each creature which starts its turn in the area must make a DC 14 Strength saving throw, or suffer one level of exhaustion 3-6 Malebranche. 2d4 minor devils 6 Infernal chronicle. One of the souls toiling to move its boulder, or one wandering very lost in the mists of this circle is looking for the Noble Castle. One or more characters can choose to unlock an Infernal Chronicle 7-9 Fleeing souls. One or more souls (damned) who escaped Minosse’s judgment approach the characters. They might ask for their help, offer aid, or even try stealing some of their Hope or the Lantern directly 10 Pluto. Pluto is a major devil who craves artifacts, occult secrets, intriguing favors, and precious belongings above all else Chapter III - The Way is Long, and Difficult the Road 135


Crossing the Fourth Circle can present multiple opportunities for roleplay, combat, and – as always – character development through their encounters with their various Infernal Chronicles. What follows are some examples and suggestions to present to the characters, which the Guide is free to use as described or to adapt into something different and more suited to the Band’s needs and choices. Pluto. Pluto was once “the Arch Enemy”, lord of Hell and spouse of Ecate, a king among devils beyond the walls of Dite. The Chasm Demon (major devil) can be interpreted as freely as desired, even more so than the Keepers seen so far. He could be entirely uninterested in the Band, or curious but not hostile. Alternatively, he could be very interested in the Infernal Artifacts they carry, rather than their Hope, and call to them. Another suggestion is that, for the right reward, or because he thinks he can use the Travelers as pawns in his game against the Queen of Everlasting Lamentation, he might reveal how to enter the City of Iron (see Angelic Rod below) or the tunnels beneath the Palace (see Hidden Passage and Erinyes , Stanza III). Watchers of the Fifth Circle. Much like Pluto, even the Watchers who keep lookout over the Stige and look after its watchtowers (guardian devils) can offer a number of scenarios. The Watchers might still be loyal to Ecate and their duties, or they might side with rebellious Pluto. There might even be some major devils who do not appreciate Pluto’s lack of interest in his duties, and wish to dethrone him or betray him by reporting directly to Ecate. They might also not care about the Travelers, preferring to focus on capturing the souls who escaped judgment, for their own goals: pure curiosity, figuring out how souls might have reached this point without a sentence, or simply the enjoyment they get out their reaction to Flegias, the Irascible in the marshes or even a Leviathan. Some of these souls might even be worth something in Dite, where a minister or prince of devils, or Medusa or even Ecate herself could be interested in acquiring souls to torture at their leisure. Each of these goals could provide the required elements for adventure hooks and roleplaying scenes for this Canto. Brewer Devils. If the Travelers have reached this point in the company of the Brewer devil who asked back in the Third Circle to be escorted to Dite, they might now have a significant advantage in their interactions with this Circle’s devils and Pluto himself – or they might find they have to fight tooth and nail to defend the cargo of Diabolical Brews from the other greedy devils. Souls Who Escaped Judgment. This is the best Circle to provide shelter to those thousands of souls who avoided Minosse’s judgment. Each of them could be an adventure hook by itself (as shown in previous Cantos) and can also provide the opportunity to unlock an Infernal Chronicle. Avaricious and Prodigal. The same opportunities, of course, can also come from the regular damned found in the Chasm. The illuminatus, for example, might recognize ancient masters of magicks and occult wisdom, as greedy as they are for forbidden knowledge and power, and might ask these mages of the past for suggestions, advice, and tips on how to proceed. But why would they help? What is offered them in exchange? And how much will such a deal cost? Angelic Rod. On the outer shore of the Stige can be found the Angelic Rod (see Infernal Artifacts on page 171). The staff is a magical artifact imbued with great power, left behind by the angel who descended all the way to Dite in order to chase out the devils and Furies who opposed Dante’s travels centuries prior. The item can be found in a number of different locations, at the Guide’s discretion and based on the Travelers’ actions. 136 Chapter III - The Way is Long, and Difficult the Road


It, for example, might be in Pluto’s possession, who is willing to offer it to the Band in exchange for a favor against Ecate, or for one of their own Artifacts. Or maybe the original owner of the item, the angel from Heaven, has somehow become an indifferent angel and now wanders and hides in the Fourth Circle, as demons cannot approach it. One of the watchers might know of its location and sell the information to the Travelers, asking for their help in return for any of the goals above. Alternatively, the staff could be located at the top of one of the watchtowers on the Stige’s shore, hiding among the ruins or looked after by greedy devils. Stanza II – In a Dark Marsh Which Has the Name of Stige We crossed the circle to the other bank, near to a fount that boils, and pours itself along a gully that runs out of it. The water was more somber far than perse; and we, in company with the dusky waves, made entrance downward by a path uncouth. A marsh it makes, which has the name of Styx, this tristful brooklet, when it has descended down to the foot of the malign gray shores. Dante Alighieri Inferno, Canto VII, 100-108 O nce they have made their way through the valley of mire where the Avaricious and Prodigal are punished, the Travelers reach the point where the putrid dark streams from the Third Circle fall into the Fifth, the Stige. The Guide can describe the first part of this lugubrious tar-colored marsh as calm, allowing the characters to get used to the environment and see or hear, on a successful DC 12 Wisdom (Perception) check, the angry, bitter fights of the Irascible. These damned souls gasp for air farther down, where the black pool reaches hip height, and they growl and yell, caught in a furious struggle with no end. Alternatively, the Guide can immediately use an encounter with 2d6 irascible damned, in order to introduce the characters quite suddenly to the furious environment of the Stige. The entire marsh, vast in all directions, infinite and dense, is studded with huddles of bodies, naked, bruised, and bloodied (irascible damned) which risk running over the slower Lost Ones; alongside these clusters are the foaming whirlpools of the Furenti (see Whirlpool in the “Events and Encounters of the Fifth Circle (Stige)” table on page 140), which form suddenly and lethally, intent on dragging down the succulent Travelers and their Hope. Any damned soul can turn out to be linked to one or more characters’ Infernal Chronicle, of course – however, given the nature of their angry, furious sin, this time it might be more of a hurdle… The outer part of the Stige is dotted more or less regularly by roughly built stone towers, upon which grows sickly and twisted vegetation. Some of them are empty, even just temporarily, others house diabolical legions (minor devils, guardian devils) who are particularly fierce with whomever flies across the skies of Higher Hell without being a direct emissary of the Lords of Dite: a warning to all those who want to attempt flying between the Third and Sixth Circle, as their movements will be immediately spotted, and they will be chased and punished. Atop most of the Watchtowers are large, closed flowers, which constantly pulsate like black hearts. When a creature touches one of these strange infernal flowers, they bloom and emit a sudden, tall wisp of flame. As soon as the flame rises, will-o-the-wisps and watchers might be drawn to it, and become a problem for the characters. The blaze soon dies out, however, and another responds to its call in the distance: the Keeper of the Fifth Circle is making his way toward those who summoned him. Chapter III - The Way is Long, and Difficult the Road 137


Unlike Caronte, Flegias almost never takes damned souls onto his ferry, as they are usually flung directly into Dite or Lower Hell by Minosse. His duty is to ferry grounded devils, infernal centaurs, and other flightless creatures across the Stige. Flegias’ loyalties lie solely with the Queen of Everlasting Lamentation, though he might also strike a deal with Pluto; therefore, he has no reason to ferry the Lost Ones across the marsh unless one of the two powers has ordered him to do so. Compared to other damned, whose torment forces them into the inability to harm anyone else, the Irascible are much less restrained. A determined Irascible can leap out of the pits and drag one of Travelers down to slash them to pieces. There may also be a reason: the tormented souls the Band will meet in Hell, after all, the ones that approach and recognize the Travelers may very well harbor vengeance against the Lost Ones from when they were alive. Another threat comes from the so called Furenti: Irascible deep down in the pits of the marsh, who spin the mire into lethal whirlpools out of blood lust. Their bodies are splayed, their limbs flattened, their mouths unnaturally wide, their eyes now whitish slits. Their already broken mind is almost nonexistent here, with only a spark of awareness kept alive by Divine Providence, so that they may feel their punishment. Constantly furious, constantly drowning, deformed into non-human shapes. Their fate might move anyone to tears, if the monstrosity of their sin were not so incredibly worse than their punishment. Flegias tries to steer away from them, but if the boat is rocked (as might happen, for example, during a fight with an Irascible), it is possible to fall into the Stige and be dragged away by its currents. The Furenti increase the closer the ferry moves to the center of the Circle, where the mire is deeper. If a Furente grabs hold of a Traveler, it is not over. Their jaws are powerful and their fangs have a good grip, but they are still diaphanous souls. A good push toward the surface is enough to avoid being devoured alive. The main issue is the viscosity of the black marsh, and the fact that once a Furente gets a taste of its prey, it is unlikely it will give up. They must attempt to swim away, hold onto one of the bloated plants whose tendrils spread across the surface, and prepare for the Furente’s attack. Once destroyed, head back to Flegias – he will not have gone far, as these fights are entertaining to him. The other threat found in the Stige are the larger will-o-the-wisps, which start appearing around two-thirds of the way on Flegias’ ferry. They often leave the place where they originate, drawn to the Hope of the living, trying to reach any who might still hold some. The final leg of the trip is relatively safer, and the tower which houses Flegias can be spotted. It rises from a rocky formation, almost as a lighthouse swarmed by vegetation. The demon, however, never stops by his home when he is ferrying. There are domes to be seen beyond the tower, the color of blazing red metal. This is the first glimpse at Dite, the city of devils. 138 Chapter III - The Way is Long, and Difficult the Road


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The marsh becomes deeper as the characters cross it toward the Profound Moats, the incredibly deep water wells which stand between the marsh itself and the shore upon which Dite’s black walls are built. It is possible for the Lost Ones to wade slowly through the first part of the marsh, but the Stige soon becomes too deep for them to do so in safety, and Flegias, Keeper of the Fifth Circle, becomes the only hope they have of crossing to the other side. Flegias, however, does not appear until the characters light up one the Watchtowers on either shore of the Stige. Below are some examples and suggestions of encounters to present to the Travelers as they make their way across the Fifth Circle (and possibly, while on Flegias’ ferry). Halfway across the Stige, the waters become darker still, their color by now that of deep ink. They are also, however, less thick and no more bubbling damned souls appear on the surface. Imposing iron walls, scalding and black, loom over the water and here are now the Profound Moats, the labyrinth of iron and water that surrounds the city of Dite. The water here is unnaturally deep, as if a well opened up beneath the ferry. The rusty walls of canals and locks span in every direction, held by chains and locks, linked by ganglion and mechanisms, activated by levers and pulleys, in a labyrinth seemingly impossible to navigate. The Stige shore is considered difficult terrain. A dozen steps in, the marsh becomes a brackish pool, the only possible ways to cross it being swimming or calling for Flegias. The waters of the Fifth Circle are impossible to see through, deep, and unusually thick and corrosive. A creature who wants to swim through them must succeed on a DC 13 Strength (Athletics) check. On a failure, the creature is restrained and takes 1d6 necrotic damage due to the fluid’s noxious nature before they can attempt the check again. It should not be possible to actually cross the marsh by swimming, or at least it should require at least 6 consecutive successful checks, each of which is paired with a roll on the “Events and Encounters of the Fifth Circle (Stige)” table: 2 for the initial part (roll 1d4 on the table), 2 for the central area (roll 2d4 on the table), and 2 at the Profound Moats (roll 3d4 on the table). Crossing the marsh on Flegias’ ferry removes the swimming checks but not the encounter table roll. Events and Encounters of the Fifth Circle (Stige) Events 1 -2 Irascible. 2d6 irascible damned and 1 host of the irascible damned attack the Travelers and try dragging them into the black, lethal waters 3-4 Watcher. 1 guardian devil arrives to confront the Travelers, asking them how they are and why they are crossing the Stige 5-6 Whirlpool. A whirlpool forms beneath the Stige’s surface, with deformed human limbs, slimy claws, and toothy, jagged maws rising from it. To avoid falling into the water, any creature on the boat must succeed on a DC 14 Dexterity saving throw. Each Traveler who starts their turn in the whirlpool must make a DC 15 Strength (Athletics) check to climb back onto the boat or swim away, or take 1d6 piercing damage and 1d6 necrotic damage and are still threatened by the whirlpool 7-9 Will-o-the-wisps. 1d4 will-o-the-wisps*, curious and hostile 10-12 Leviathan. One of the leviathans (kraken*) emerges from the water and attacks the Travelers for one round; it then retreats to the depths of the Stige 140


Even Flegias is wary of this place, as the depths house things which terrify devils themselves. Ancient beings, prisoners and guardians alike of the Profound Moats. They have many names, though the one that some Lost Ones and the Guide might find more familiar is “leviathans”. The first of their kind was already alive at the time of the original sin, and its kin was plunged into Hell during the Flood. No one has ever seen the entirety of a leviathan, and the Travelers are no different. At best they will be forced to fend off a tentacle encrusted with barnacles, or a serrated pincer. The most unlucky might also come across a “sea serpent” with no eyes, which is actually the monster’s digestive tract. Flegias knows his task well and is unlikely to awaken one of these water horrors, but no one truly knows what might happen when the surface of the Stige is stirred by a boat heavy with the weight of the Lost Ones, or haphazard attempt to swim across it. It is impossible to kill a leviathan, the only way to escape it is to wound it and take advantage of its distraction. Beyond the Moats are the gates of Dite, also wrought in iron and overseen by thousands of curious devils. Pay no heed to the mockery and cries of demons, as courage is needed for what lies ahead: behind those gates is Dite, the city of perdition. A final note regarding the souls who avoided judgment, noble spirits, and indifferent angels: though it is possible up to the Stige’s shore to encounter souls who escaped Minosse, wandering noble spirits with some Hope still, Lost Ones of times gone, and indifferent angels far away from Antinferno, all of this is not true within the walls of Dite. From the Sixth Circle onward, the only characters who can join the Band are malebranche who have escape the Bolgias, or special prisoners who had been held captive in Ecate’s Prisons for so many centuries they no longer have any sense of time, their Hope dwindling. Chapter III - The Way is Long, and Difficult the Road 141


Stanza III – Through More Secret and Unfastened Gate Then we arrived within the moats profound, that circumvallate that disconsolate city; the walls appeared to me to be of iron. Not without making first a circuit wide, we came unto a place where loud the pilot cried out to us, “Debark, here is the entrance.” More than a thousand at the gates I saw out of the Heavens rained down, who angrily were saying, “Who is this that without death goes through the kingdom of the people dead?” Dante Alighieri Inferno, Canto VIII, 76-85 Dite is the Capital of the Gloomy Kingdom, the City of Fire, the coruscating center of power of Hell. Compared to the guardian devils of Higher Hell, and the monsters and malebranche of the Lower Circles, the devils of Dite see themselves as an aristocracy, princes and sires, true lords of Hell, if not by actual power, at least by heritage and lineage. Here are found all the demons of the old world, all the false gods and infernal creatures of millennia past, all the fallen angels of the higher spheres, the monsters and portents who were not relegated to a specific Circle or Round. And here they reside until their rulers send them on a mission to another location. The entire pseudo-monarchy of Hell, its ministers, courts, princes, and vassals, all reside in Dite, in towers, palaces, minarets of fire and iron. All of these buildings sprawl from the High Tower, which rises above the abyss itself; their ruler is Ecate, the Queen of Everlasting Lamentation. Pluto was once by her side, but due to dynastic events and internal disputes from millennia prior, the accursed wolf has been sentenced to the Pit, and Ecate rules unopposed on her throne of bone, iron, flame, and pain. There is another monstrosity hiding within these walls, too, a mythological being who can kill even a Lost One with a single gaze: Medusa the Gorgon. She never appears in public if not by request of the Furies or Ecate, but when she does, the only option is to flee. The Guide must ensure the Band closes their eyes and do not look back – should they find themselves in a dead end with Medusa in pursuit, may Hope guide their hand, as very few have faced the Gorgon and survived. T he Lost Ones can access Dite in a variety of ways, as described in Inferno – Dante’s Guide to Hell, and it is possible for them to make their way through the Dolent City with arms and Hope, or with cunning, subterfuge, or even the complicity of infernal creatures. Dite must be considered a fully working city, the only real city in all of Hell, and it is filled with locations, diabolical beings, and characters who can offer a variety of adventure hooks, all catered to the group of Travelers who make it through. A Band of Lost Ones being led by a noble spirit Guide might try bypassing the City of Iron through its underground tunnels, taking care of monsters and traps as they push forward to the Seventh Circle. A Band whose Guide is a malebranche on the other hand, might choose to walk in the light of the inextinguishable flames which cast their light on the citadel’s sarcophagi and palaces, paying their way through with favors and promises to Infernal Ministers and Vassals. Whatever the case, the Guide must proceed with caution, offering gaming scenarios both suited to and enjoyable by the entire group of players. In addition to the description found in Inferno – Dante’s Guide to Hell, the pages that follow provide new elements to and secrets about Dite, which only the Guide is privy to. 142 Chapter III - The Way is Long, and Difficult the Road


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Torch Arc and the Forges O n the other side of the Higher Gate to the City of Fire is the Torch Arc, whose banner is an emaciated mastiff, its ears and tail docked and a flaming torch in its mouth, on a yellow background. The Torch is the Arc which houses the most blazing sepulchers, inside which Heresiarchs and Schismatics of Abrahamic religions are punished and tortured, along with their followers. Each tomb contains the founder of a specific monotheistic heresy and all the ones who followed them, a crowd with no end of souls, crammed into a tight space. The damned are burned by the fire, more or less depending on the severity of their sin and the wrongfulness of the doctrine they pursued. A few heretics are able, with great effort, to lift themselves from the sepulcher, for a few moments at least, in order to speak with any Familiar, but the flames soon drag them back down again. The lids are forevermore open, and will be closed only after Judgment Day. The Torch Arc also houses the infernal forges and furnaces. Artificer devils and blacksmiths constantly hammer among the flames, fumes, and iron anvils to create more sepulchers, iron books, nails, and torture instruments, along with pitchforks, chains, and weapons for the devils, all infused with black fire. Key Arc and the Apocaly pse Well Moving clockwise along the walls, the next section is the Key Arc, whose banner is an angry, fierce stoat on a blue background, with a white key on its head. The roads narrow here and wind beneath archways, up steep staircases, and among rusted and broken buildings, their appearance exotic, ancient, and abandoned. This place houses many ancient sanctuaries and temples of a hundred kinds of appearance, as many as there are false religions, invented by people and written down in books. A circular building stands out from the rest, with a colossal key on its roof and an entire congregation of celebrating devils. This is where the urns and sarcophagi of gnostic heretics are held, as they burn at the bottom of a well whose fires are so hot the flames burn white. Behind the apse is a glass mosaic of corneas, a giant eye with tears of blood, while smaller mosaics of fingernails around the well depict the Apocalypse. The Officiant and Copyist devils of the Library of the Salamander Arc, in line and their eyes shut as in in deep prayer, approach the well and throw inside book after iron book, containing hermetic texts, which burn and melt to the bottom, fueling the flames. It is said that when the gnostic flame reaches the key, that will be the time for the Apocalypse. Taking the spiral staircase inside the Well leads to an enormous catacomb, which houses Neo Platonists, Zoroastrians, Hermetists, and Hexians. There is also an occult iron gate, rarely guarded, which allows secret passage to the Seventh Circle, without having to pass through the Blind Prisons or the Lower Gate. Ecate and her Vassals have no power over it, but the Band must answer riddles and enigmas of the doctrine for the occultists in the catacomb before they are allowed through. 144 Chapter III - The Way is Long, and Difficult the Road


Centauress Arc and the Lower Gate O pposite to the Key Arc is the Centauress Arc, whose banner is a demonic horse-woman on a red background. Here is a garden of metal refuse and leftovers, fused and bloomed together in spirals, stems, and caulicoles, forever covered in a carpet of ash. The heat of the Palace of Underground Fire does not reach this location, and sepulchers can be found among the iron roses, as they burn with clear fire. These diaphanous flames produce icy cold and gnashing of teeth: this is the punishment of demon worshipers, followers of fire and of the devil, and all those who turned their faith to the Adversary, choosing Lucifero over the Lord. They are placed headfirst, as a paradoxical fire consumes them, draining their heat instead of spreading it. To make the punishment worse, revenge dictates that the rock in which they are placed is also clear as crystal, allowing them to see the reason and source of their heresy, down in Cocito. They were not allowed to be close to the object of their veneration, not even after death, and the Lord of Hell remains uncaring for these fools in their pain and torment. The Centauress Arc holds the only official access to Lower Hell, a cold iron curtain within a triumphal archway carved with multiple scenes of sinful revelry. Just as with the Higher Gate on the shore of the Stige, this gate is also guarded by the Armorers of the City of Fire. Their leader is the Lord of the Lower Gate, Prince Vassago, third power in Dite. Convincing or bribing Vassago to open the gate for the Lost Ones is not an easy task, even though he is a spirit of knowledge, always keen to learn new secrets and mysteries. The only other way through is to defeat the Armorers and Vassago, or obtain a Pass from the Palace. Good luck. Salamander Arc and the Heretics Library The Arc opposite to the city gates is the Salamander Arc. Its banner is three knotted red reptiles, on a black background. There are multiple monumental access points to as many crypts among the palaces and minarets of Ecate’s vassals, each of which is dedicated to a primitive, prehistoric cult, forgotten by time: flamen, priests of the spirits, shamans, worshipers of blood and stone, and a hundred other follies created my human minds. Each crypt burrows into the ground for some time, the tombs carved into the rock, and the heat and blaze of the other boiling sepulchers is partly tempered here: the Heresiarchs contained here lived in primordial and barbaric times, and they cannot be too blamed for following beliefs kindred to their savage dispositions. Their lighter punishment, however, is an offense to the devils of Dite, and Ecate has ordered additional torment. A vast library rises at the center of the Arc, containing uncountable copies of blasphemous texts, heretical tomes, and magical volumes, all made of iron, etched line by line, iron page by iron page. The shelves reach the ceiling in every room, and there are dozens per wall, so tightly packed that it is hard to move among them. Hundreds of copyist devils oversee the Library as follows: they choose texts at random and bring them to the Heresiarchs in the Salamander Arc, in their tombs, asking them to copy them out into newly forged metal books; the Dolorous People of that Arc have never known writing, so they etch with tooth and nails forever, senselessly and pointlessly. When the book is done, they Copyist devils bring it back to the Library and discard another equally at random, burning it in the Key Arc, in the fire of the gnostic crypt; after that, they head back to the Library, choose another random text, and bring that one Chapter III - The Way is Long, and Difficult the Road 145


to the damned soul, starting all over again. It is not entirely pointless, however, to search through the Library. If the characters are able to make their way in and convince the Copyists and the Librarian, Minister Berith, able to climb the shelves and stacks with their bare hands, selecting the most remote and most secreted tomes, able to tell apart the bad copies from the illegible ones and the incomprehensible doctrines, they might find useful information pertaining to their Journey. Some have been successful in the past in obtaining a map from Minister Berith; a detailed map of the Malebolge and a treatise on the anatomy of devils, penned by Ecate herself. The key is to take advantage of the Librarian’s hunger for knowledge and appear to be interested from a purely academic perspective: Berith may lead a legion of copyists and researchers, but he still has to learn how not to fall for Travelers’ ruses. The Palace of Underground Fire The fire which fuels all the flames in Dite, and the one which scalds its walls, and four bridges and buildings in the four arcs, originates in Ecate’s Palace. A balcony right beneath the dome of the central minaret, the High Tower, allows Ecate and her servants, the Furies, to oversee and watch over the entire city. The entrance is decorated with three snakes eating each other’s tails, and the two doorknobs are in the shape of a wretched dog and a nightmare. There is powerful poison inside the teeth of each mouth, which affects not the flesh but the soul. It seeps through every clothing, armor, and Infernal Emblem, burrowing for the heart. The poison has a long-term effect, and those who encounter it feel only a momentary sense of loss. A green vapor will then start rising from the infected, about half an hour after coming into contact with the poison, slowly increasing in intensity. Devils and other infernal monsters are attracted by such vapors, and the poisoned flesh will become more and more succulent with time. Creatures affected by the poison can end the effect only through death or by the will of Ecate, who created it in the first place. The Palace is built on multiple levels, plus an underground one, which communicates directly through iron bridges, to the Blind Prisons beneath Dite. The first floor features a vast entrance hall lit by smoking torches and infested by hundreds of snakes, slithering over and between human statues with terrified features. The statues are actually the petrified victims of Medusa. If Ecate has yet to set her loose upon the Travelers, the Band may find her here or in the underground tunnels, her lair and kingdom. The other presence which haunts the Palace at any given moment is the First Chamberlain of Ecate, Minister Astarte, who leads twelve legions of devils. The latter and their commander ignore any Traveler and courtier as long as they do not attempt to enter areas other than the hall, the corridor, and the Throne Room. Throne Room A long corridor lined with a ruby red carpet leads from the entrance hall to the Throne Room, usually empty. Ecate spends most of her time in her tower and only rarely appears before her court. The carpet glistens, as it is made of actual ruby: myriad fragments of jagged rubies, so sharp even the devils cut themselves as they walk. This is the price for anyone seeking an audience with the Queen of Dite. The Throne Room’s ceiling is as tall as that of a cathedral, and skull-lanterns hang from it on black iron chains. A scalding metal pillar rises from the center of the room, emitting thin coils of smoke: a chimney, of sorts, which exhales the vapors accumulated in the blazing underground tunnels. 146 Chapter III - The Way is Long, and Difficult the Road


Travelers who move closer to the throne encounter larger and more aggressive snakes, taken from the Seventh Bolgia, some of which look like vipers, though the size is that of a grown person. A staircase to the left of the throne leads to the High Tower, with other rooms and nooks opening all around. If Ecate is not here, it is always possible to speak to Duke Valefor, First Usurper of Dite, and personal attendant to the Queen. Travelers can request the Lower Gate Pass from Valefor, though he will ask them to provide a long list of documents, attempting to trap the characters in an endless bureaucratic process, bouncing between all the Ministers and Presidents of Hell, which will only lead to despair. Travelers may also, however, ask to speak directly to Ecate. If they do so three times in a low, authoritative voice, cutting through the mockery and threats of all those present, by law they must be allowed to meet with her. The queen may not leave her tower for the Band, though, and it is more likely that the characters will be sent to the High Tower. This choice should only be made if the characters are sure of what they are doing, and ready for whatever might await them. There is another secret to this room: there are three locks behind the throne, each corresponding to a key around the neck of the Erinyes . If the Travelers are able to acquire all three, they can unlock the mechanism which will lead them to the underground tunnels and the Eternal Furnae. High Tower The High Tower at the center of the Palace houses the personal quarters of the Queen of Everlasting Lamentation. Its peak is the highest point in all of Dite, and it rises as a clawed finger towards the Hurricane, several miles above. The internal staircases are made of shining white marble soiled with blood, streaks and stains ranging from dark brown to deep red. A bizarre space awaits above, similar to a vast torture chamber. Sharp iron cages everywhere, stocks, racks, and pillars with chains attached to them. There are more statues here, placed against the walls and holding hooks, saws, whips, and flails in their raised arms. The iron pillar which rises through the Throne Room provides light, and opens up at the top of the tower. Several branding irons are arranged around it, heating up in the scorching fumes. The floor is sticky, covered by a layer of coagulated blood. No victims are to be found, however, as it is the Erinyes themselves who torture each other with these instruments. Maybe to mete out punishment for sins only they know of, or maybe because it is pleasurable in some way. There are rumors that pain is the source of their power and that is makes them stronger. All these may be true, or none of them – the most important part is that the Band should not be distracted by this grotesque location, and be prepared should they make it all the way up here: the three sisters will soon be making their appearance. If the Travelers have made it to the High Tower and if they have been able to defeat or move past the Erinyes , the final floor is now available to them: the Queen’s Chambers. The Eternal Furnace The tunnels beneath the Palace, Medusa’s real lair, is a snake infested labyrinth – these creatures share the Gorgon’s same gift though through their venom rather than their gaze, and they attack only if provoked. Not even the devils are brave enough to venture down here, and the galleries are inhabited by Medusa alone, along with the snakes, sludge, and the remains of her meals. Medusa is both a special envoy of Ecate and was granted this lair in order to act as keeper of the Eternal Furnace, the heart of Dite. 148 Chapter III - The Way is Long, and Difficult the Road


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